diff --git a/api.lua b/api.lua index 4ba5166..447296b 100644 --- a/api.lua +++ b/api.lua @@ -6,7 +6,7 @@ local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", - version = "20190107", + version = "20190117", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {}, } @@ -453,8 +453,41 @@ function mobs:line_of_sight(entity, pos1, pos2, stepsize) end +function mob_class:attempt_flight_correction() + + if self:flight_check() then return true end + + -- We are not flying in what we are supposed to. + -- See if we can find intended flight medium and return to it + local pos = self.object:get_pos() + local searchnodes = self.fly_in + + if type(searchnodes) == "string" then + searchnodes = {self.fly_in} + end + + local r = 1 + local flyable_nodes = minetest.find_nodes_in_area( + {x = pos.x - r, y = pos.y - r, z = pos.z - r}, + {x = pos.x + r, y = pos.y + r, z = pos.z + r}, + searchnodes) + + if #flyable_nodes < 1 then + return false + end + + local escape_target = flyable_nodes[math.random(1,#flyable_nodes)] + local escape_direction = vector.direction(pos, escape_target) + + self.object:set_velocity( + vector.multiply(escape_direction, self.run_velocity)) + + return true +end + + -- are we flying in what we are suppose to? (taikedz) -function mob_class:flight_check(pos_w) +function mob_class:flight_check() local def = minetest.registered_nodes[self.standing_in] @@ -1808,8 +1841,10 @@ function mob_class:follow_flop() -- swimmers flop when out of their element, and swim again when back in if self.fly then + local s = self.object:get_pos() - if not self:flight_check(s) then + + if not self:attempt_flight_correction() then self.state = "flop" self.object:set_velocity({x = 0, y = -5, z = 0}) @@ -2172,7 +2207,7 @@ function mob_class:do_states(dtime) local p_y = floor(p2.y + 1) local v = self.object:get_velocity() - if self:flight_check(s) then + if self:flight_check() then if me_y < p_y then diff --git a/api.lua_testspawn b/api.lua_testspawn deleted file mode 100644 index 471df35..0000000 --- a/api.lua_testspawn +++ /dev/null @@ -1,3985 +0,0 @@ - --- Mobs Api - -mobs = {} -mobs.mod = "redo" -mobs.version = "20180623" - - --- Intllib -local MP = minetest.get_modpath(minetest.get_current_modname()) -local S, NS = dofile(MP .. "/intllib.lua") -mobs.intllib = S - - --- CMI support check -local use_cmi = minetest.global_exists("cmi") - - --- Invisibility mod check -mobs.invis = {} -if minetest.global_exists("invisibility") then - mobs.invis = invisibility -end - - --- creative check -local creative_mode_cache = minetest.settings:get_bool("creative_mode") -function mobs.is_creative(name) - return creative_mode_cache or minetest.check_player_privs(name, {creative = true}) -end - - --- localize math functions -local pi = math.pi -local square = math.sqrt -local sin = math.sin -local cos = math.cos -local abs = math.abs -local min = math.min -local max = math.max -local atann = math.atan -local random = math.random -local floor = math.floor -local atan = function(x) - if not x or x ~= x then - --error("atan bassed NaN") - return 0 - else - return atann(x) - end -end - - --- Load settings -local damage_enabled = minetest.settings:get_bool("enable_damage") -local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false -local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") -local disable_blood = minetest.settings:get_bool("mobs_disable_blood") -local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false -local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false -local creative = minetest.settings:get_bool("creative_mode") -local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false -local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false -local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 -local show_health = minetest.settings:get_bool("mob_show_health") ~= false -local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) -local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) - --- Peaceful mode message so players will know there are no monsters -if peaceful_only then - minetest.register_on_joinplayer(function(player) - minetest.chat_send_player(player:get_player_name(), - S("** Peaceful Mode Active - No Monsters Will Spawn")) - end) -end - --- calculate aoc range for mob count -local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks")) -local abr = tonumber(minetest.settings:get("active_block_range")) -local aoc_range = max(aosrb, abr) * 16 - --- pathfinding settings -local enable_pathfinding = true -local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching -local stuck_path_timeout = 10 -- how long will mob follow path before giving up - --- default nodes -local node_fire = "fire:basic_flame" -local node_permanent_flame = "fire:permanent_flame" -local node_ice = "default:ice" -local node_snowblock = "default:snowblock" -local node_snow = "default:snow" -mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" - - --- play sound -local mob_sound = function(self, sound) - - if sound then - minetest.sound_play(sound, { - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance - }) - end -end - - --- attack player/mob -local do_attack = function(self, player) - - if self.state == "attack" then - return - end - - self.attack = player - self.state = "attack" - - if random(0, 100) < 90 then - mob_sound(self, self.sounds.war_cry) - end -end - - --- move mob in facing direction -local set_velocity = function(self, v) - - -- do not move if mob has been ordered to stay - if self.order == "stand" then - self.object:setvelocity({x = 0, y = 0, z = 0}) - return - end - - local yaw = (self.object:get_yaw() or 0) + self.rotate - - self.object:setvelocity({ - x = sin(yaw) * -v, - y = self.object:getvelocity().y, - z = cos(yaw) * v - }) -end - - --- calculate mob velocity -local get_velocity = function(self) - - local v = self.object:getvelocity() - - return (v.x * v.x + v.z * v.z) ^ 0.5 -end - - --- set and return valid yaw -local set_yaw = function(self, yaw, delay) - - if not yaw or yaw ~= yaw then - yaw = 0 - end - - delay = delay or 0 - - if delay == 0 then - self.object:set_yaw(yaw) - return yaw - end - - self.target_yaw = yaw - self.delay = delay - - return self.target_yaw -end - --- global function to set mob yaw -function mobs:yaw(self, yaw, delay) - set_yaw(self, yaw, delay) -end - - --- set defined animation -local set_animation = function(self, anim) - - if not self.animation - or not anim then return end - - self.animation.current = self.animation.current or "" - - if anim == self.animation.current - or not self.animation[anim .. "_start"] - or not self.animation[anim .. "_end"] then - return - end - - self.animation.current = anim - - self.object:set_animation({ - x = self.animation[anim .. "_start"], - y = self.animation[anim .. "_end"]}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, - 0, self.animation[anim .. "_loop"] ~= false) -end - - --- above function exported for mount.lua -function mobs:set_animation(self, anim) - set_animation(self, anim) -end - - --- calculate distance -local get_distance = function(a, b) - - local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z - - return square(x * x + y * y + z * z) -end - - --- check line of sight (BrunoMine) -local line_of_sight = function(self, pos1, pos2, stepsize) - - stepsize = stepsize or 1 - - local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) - - -- normal walking and flying mobs can see you through air - if s == true then - return true - end - - -- New pos1 to be analyzed - local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} - - local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) - - -- Checks the return - if r == true then return true end - - -- Nodename found - local nn = minetest.get_node(pos).name - - -- Target Distance (td) to travel - local td = get_distance(pos1, pos2) - - -- Actual Distance (ad) traveled - local ad = 0 - - -- It continues to advance in the line of sight in search of a real - -- obstruction which counts as 'normal' nodebox. - while minetest.registered_nodes[nn] - and (minetest.registered_nodes[nn].walkable == false - or minetest.registered_nodes[nn].drawtype == "nodebox") do - - -- Check if you can still move forward - if td < ad + stepsize then - return true -- Reached the target - end - - -- Moves the analyzed pos - local d = get_distance(pos1, pos2) - - npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x - npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y - npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z - - -- NaN checks - if d == 0 - or npos1.x ~= npos1.x - or npos1.y ~= npos1.y - or npos1.z ~= npos1.z then - return false - end - - ad = ad + stepsize - - -- scan again - r, pos = minetest.line_of_sight(npos1, pos2, stepsize) - - if r == true then return true end - - -- New Nodename found - nn = minetest.get_node(pos).name - - end - - return false -end - - --- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self, pos_w) - - local def = minetest.registered_nodes[self.standing_in] - - if not def then return false end -- nil check - - if type(self.fly_in) == "string" - and self.standing_in == self.fly_in then - - return true - - elseif type(self.fly_in) == "table" then - - for _,fly_in in pairs(self.fly_in) do - - if self.standing_in == fly_in then - - return true - end - end - end - - -- stops mobs getting stuck inside stairs and plantlike nodes - if def.drawtype ~= "airlike" - and def.drawtype ~= "liquid" - and def.drawtype ~= "flowingliquid" then - return true - end - - return false -end - - --- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow) - - radius = radius or 2 - min_size = min_size or 0.5 - max_size = max_size or 1 - gravity = gravity or -10 - glow = glow or 0 - - minetest.add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = -radius, z = -radius}, - maxvel = {x = radius, y = radius, z = radius}, - minacc = {x = 0, y = gravity, z = 0}, - maxacc = {x = 0, y = gravity, z = 0}, - minexptime = 0.1, - maxexptime = 1, - minsize = min_size, - maxsize = max_size, - texture = texture, - glow = glow, - }) -end - - --- update nametag colour -local update_tag = function(self) - - local col = "#00FF00" - local qua = self.hp_max / 4 - - if self.health <= floor(qua * 3) then - col = "#FFFF00" - end - - if self.health <= floor(qua * 2) then - col = "#FF6600" - end - - if self.health <= floor(qua) then - col = "#FF0000" - end - - self.object:set_properties({ - nametag = self.nametag, - nametag_color = col - }) - -end - - --- drop items -local item_drop = function(self, cooked) - - -- no drops if disabled by setting - if not mobs_drop_items then return end - - -- no drops for child mobs - if self.child then return end - - local obj, item, num - local pos = self.object:get_pos() - - self.drops = self.drops or {} -- nil check - - for n = 1, #self.drops do - - if random(1, self.drops[n].chance) == 1 then - - num = random(self.drops[n].min or 1, self.drops[n].max or 1) - item = self.drops[n].name - - -- cook items when true - if cooked then - - local output = minetest.get_craft_result({ - method = "cooking", width = 1, items = {item}}) - - if output and output.item and not output.item:is_empty() then - item = output.item:get_name() - end - end - - -- add item if it exists - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) - - if obj and obj:get_luaentity() then - - obj:setvelocity({ - x = random(-10, 10) / 9, - y = 6, - z = random(-10, 10) / 9, - }) - elseif obj then - obj:remove() -- item does not exist - end - end - end - - self.drops = {} -end - - --- check if mob is dead or only hurt -local check_for_death = function(self, cause, cmi_cause) - - -- has health actually changed? - if self.health == self.old_health and self.health > 0 then - return - end - - self.old_health = self.health - - -- still got some health? play hurt sound - if self.health > 0 then - - mob_sound(self, self.sounds.damage) - - -- make sure health isn't higher than max - if self.health > self.hp_max then - self.health = self.hp_max - end - - -- backup nametag so we can show health stats - if not self.nametag2 then - self.nametag2 = self.nametag or "" - end - - if show_health - and (cmi_cause and cmi_cause.type == "punch") then - - self.htimer = 2 - self.nametag = "♥ " .. self.health .. " / " .. self.hp_max - - update_tag(self) - end - - return false - end - - -- dropped cooked item if mob died in lava - if cause == "lava" then - item_drop(self, true) - else - item_drop(self, nil) - end - - mob_sound(self, self.sounds.death) - - local pos = self.object:get_pos() - - -- execute custom death function - if self.on_die then - - self.on_die(self, pos) - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() - - return true - end - - -- default death function and die animation (if defined) - if self.animation - and self.animation.die_start - and self.animation.die_end then - - local frames = self.animation.die_end - self.animation.die_start - local speed = self.animation.die_speed or 15 - local length = max(frames / speed, 0) - - self.attack = nil - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.passive = true - self.state = "die" - set_velocity(self, 0) - set_animation(self, "die") - - minetest.after(length, function(self) - - if use_cmi and self.object:get_luaentity() then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() - end, self) - else - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - self.object:remove() - end - - effect(pos, 20, "tnt_smoke.png") - - return true -end - - --- check if within physical map limits (-30911 to 30927) -local within_limits = function(pos, radius) - - if (pos.x - radius) > -30913 - and (pos.x + radius) < 30928 - and (pos.y - radius) > -30913 - and (pos.y + radius) < 30928 - and (pos.z - radius) > -30913 - and (pos.z + radius) < 30928 then - return true -- within limits - end - - return false -- beyond limits -end - - --- is mob facing a cliff -local is_at_cliff = function(self) - - if self.fear_height == 0 then -- 0 for no falling protection! - return false - end - - local yaw = self.object:get_yaw() - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) - local pos = self.object:get_pos() - local ypos = pos.y + self.collisionbox[2] -- just above floor - - if minetest.line_of_sight( - {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, - {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z} - , 1) then - - return true - end - - return false -end - - --- get node but use fallback for nil or unknown -local node_ok = function(pos, fallback) - - fallback = fallback or mobs.fallback_node - - local node = minetest.get_node_or_nil(pos) - - if node and minetest.registered_nodes[node.name] then - return node - end - - return minetest.registered_nodes[fallback] -end - - --- environmental damage (water, lava, fire, light etc.) -local do_env_damage = function(self) - - -- feed/tame text timer (so mob 'full' messages dont spam chat) - if self.htimer > 0 then - self.htimer = self.htimer - 1 - end - - -- reset nametag after showing health stats - if self.htimer < 1 and self.nametag2 then - - self.nametag = self.nametag2 - self.nametag2 = nil - - update_tag(self) - end - - local pos = self.object:get_pos() - - self.time_of_day = minetest.get_timeofday() - - -- remove mob if beyond map limits - if not within_limits(pos, 0) then - self.object:remove() - return - end - - -- bright light harms mob - if self.light_damage ~= 0 --- and pos.y > 0 --- and self.time_of_day > 0.2 --- and self.time_of_day < 0.8 - and (minetest.get_node_light(pos) or 0) > 12 then - - self.health = self.health - self.light_damage - - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, "light", {type = "light"}) then return end - end ---[[ - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - pos.y = pos.y + y_level + 0.25 -- foot level - self.standing_in = node_ok(pos, "air").name --- print ("standing in " .. self.standing_in) -]] - -- don't fall when on ignore, just stand still - if self.standing_in == "ignore" then - self.object:setvelocity({x = 0, y = 0, z = 0}) - end - - local nodef = minetest.registered_nodes[self.standing_in] - - pos.y = pos.y + 1 -- for particle effect position - - -- water - if self.water_damage - and nodef.groups.water then - - if self.water_damage ~= 0 then - - self.health = self.health - self.water_damage - - effect(pos, 5, "bubble.png", nil, nil, 1, nil) - - if check_for_death(self, "water", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end - - -- lava or fire - elseif self.lava_damage - and (nodef.groups.lava - or self.standing_in == node_fire - or self.standing_in == node_permanent_flame) then - - if self.lava_damage ~= 0 then - - self.health = self.health - self.lava_damage - - effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) - - if check_for_death(self, "lava", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end - - -- damage_per_second node check - elseif nodef.damage_per_second ~= 0 then - - self.health = self.health - nodef.damage_per_second - - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, "dps", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end ---[[ - --- suffocation inside solid node - if self.suffocation ~= 0 - and nodef.walkable == true - and nodef.groups.disable_suffocation ~= 1 - and nodef.drawtype == "normal" then - - self.health = self.health - self.suffocation - - if check_for_death(self, "suffocation", {type = "environment", - pos = pos, node = self.standing_in}) then return end - end -]] - check_for_death(self, "", {type = "unknown"}) -end - - --- jump if facing a solid node (not fences or gates) -local do_jump = function(self) - - if not self.jump - or self.jump_height == 0 - or self.fly - or self.child - or self.order == "stand" then - return false - end - - self.facing_fence = false - - -- something stopping us while moving? - if self.state ~= "stand" - and get_velocity(self) > 0.5 - and self.object:getvelocity().y ~= 0 then - return false - end - - local pos = self.object:get_pos() - local yaw = self.object:get_yaw() - - -- what is mob standing on? - pos.y = pos.y + self.collisionbox[2] - 0.2 - - local nod = node_ok(pos) - ---print ("standing on:", nod.name, pos.y) - - if minetest.registered_nodes[nod.name].walkable == false then - return false - end - - -- where is front - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) - - -- what is in front of mob? - local nod = node_ok({ - x = pos.x + dir_x, - y = pos.y + 0.5, - z = pos.z + dir_z - }) - - -- thin blocks that do not need to be jumped - if nod.name == node_snow then - return false - end - ---print ("in front:", nod.name, pos.y + 0.5) - - if self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable then - - if not nod.name:find("fence") - and not nod.name:find("gate") then - - local v = self.object:getvelocity() - - v.y = self.jump_height - - set_animation(self, "jump") -- only when defined - - self.object:setvelocity(v) - - -- when in air move forward - minetest.after(0.3, function(self, v) - - if self.object:get_luaentity() then - - self.object:set_acceleration({ - x = v.x * 2,--1.5, - y = 0, - z = v.z * 2,--1.5 - }) - end - end, self, v) - - if get_velocity(self) > 0 then - mob_sound(self, self.sounds.jump) - end - else - self.facing_fence = true - end - - return true - end - - return false -end - - --- blast damage to entities nearby (modified from TNT mod) -local entity_physics = function(pos, radius) - - radius = radius * 2 - - local objs = minetest.get_objects_inside_radius(pos, radius) - local obj_pos, dist - - for n = 1, #objs do - - obj_pos = objs[n]:get_pos() - - dist = get_distance(pos, obj_pos) - if dist < 1 then dist = 1 end - - local damage = floor((4 / dist) * radius) - local ent = objs[n]:get_luaentity() - - -- punches work on entities AND players - objs[n]:punch(objs[n], 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, pos) - end -end - - --- should mob follow what I'm holding ? -local follow_holding = function(self, clicker) - - if mobs.invis[clicker:get_player_name()] then - return false - end - - local item = clicker:get_wielded_item() - local t = type(self.follow) - - -- single item - if t == "string" - and item:get_name() == self.follow then - return true - - -- multiple items - elseif t == "table" then - - for no = 1, #self.follow do - - if self.follow[no] == item:get_name() then - return true - end - end - end - - return false -end - - --- find two animals of same type and breed if nearby and horny -local breed = function(self) - - -- child takes 240 seconds before growing into adult - if self.child == true then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer > 240 then - - self.child = false - self.hornytimer = 0 - - self.object:set_properties({ - textures = self.base_texture, - mesh = self.base_mesh, - visual_size = self.base_size, - collisionbox = self.base_colbox, - selectionbox = self.base_selbox, - }) - - -- custom function when child grows up - if self.on_grown then - self.on_grown(self) - else - -- jump when fully grown so as not to fall into ground - self.object:setvelocity({ - x = 0, - y = self.jump_height, - z = 0 - }) - end - end - - return - end - - -- horny animal can mate for 40 seconds, - -- afterwards horny animal cannot mate again for 200 seconds - if self.horny == true - and self.hornytimer < 240 then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer >= 240 then - self.hornytimer = 0 - self.horny = false - end - end - - -- find another same animal who is also horny and mate if nearby - if self.horny == true - and self.hornytimer <= 40 then - - local pos = self.object:get_pos() - - effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) - - local objs = minetest.get_objects_inside_radius(pos, 3) - local num = 0 - local ent = nil - - for n = 1, #objs do - - ent = objs[n]:get_luaentity() - - -- check for same animal with different colour - local canmate = false - - if ent then - - if ent.name == self.name then - canmate = true - else - local entname = string.split(ent.name,":") - local selfname = string.split(self.name,":") - - if entname[1] == selfname[1] then - entname = string.split(entname[2],"_") - selfname = string.split(selfname[2],"_") - - if entname[1] == selfname[1] then - canmate = true - end - end - end - end - - if ent - and canmate == true - and ent.horny == true - and ent.hornytimer <= 40 then - num = num + 1 - end - - -- found your mate? then have a baby - if num > 1 then - - self.hornytimer = 41 - ent.hornytimer = 41 - - -- spawn baby - minetest.after(5, function(self, ent) - - if not self.object:get_luaentity() then - return - end - - -- custom breed function - if self.on_breed then - - -- when false skip going any further - if self.on_breed(self, ent) == false then - return - end - else - effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) - end - - local mob = minetest.add_entity(pos, self.name) - local ent2 = mob:get_luaentity() - local textures = self.base_texture - - -- using specific child texture (if found) - if self.child_texture then - textures = self.child_texture[1] - end - - -- and resize to half height - mob:set_properties({ - textures = textures, - visual_size = { - x = self.base_size.x * .5, - y = self.base_size.y * .5, - }, - collisionbox = { - self.base_colbox[1] * .5, - self.base_colbox[2] * .5, - self.base_colbox[3] * .5, - self.base_colbox[4] * .5, - self.base_colbox[5] * .5, - self.base_colbox[6] * .5, - }, - selectionbox = { - self.base_selbox[1] * .5, - self.base_selbox[2] * .5, - self.base_selbox[3] * .5, - self.base_selbox[4] * .5, - self.base_selbox[5] * .5, - self.base_selbox[6] * .5, - }, - }) - -- tamed and owned by parents' owner - ent2.child = true - ent2.tamed = true - ent2.owner = self.owner - end, self, ent) - - num = 0 - - break - end - end - end -end - - --- find and replace what mob is looking for (grass, wheat etc.) -local replace = function(self, pos) - - if not mobs_griefing - or not self.replace_rate - or not self.replace_what - or self.child == true - or self.object:getvelocity().y ~= 0 - or random(1, self.replace_rate) > 1 then - return - end - - local what, with, y_offset - - if type(self.replace_what[1]) == "table" then - - local num = random(#self.replace_what) - - what = self.replace_what[num][1] or "" - with = self.replace_what[num][2] or "" - y_offset = self.replace_what[num][3] or 0 - else - what = self.replace_what - with = self.replace_with or "" - y_offset = self.replace_offset or 0 - end - - pos.y = pos.y + y_offset - - if #minetest.find_nodes_in_area(pos, pos, what) > 0 then - --- print ("replace node = ".. minetest.get_node(pos).name, pos.y) - - local oldnode = {name = what} - local newnode = {name = with} - local on_replace_return - - if self.on_replace then - on_replace_return = self.on_replace(self, pos, oldnode, newnode) - end - - if on_replace_return ~= false then - - minetest.set_node(pos, {name = with}) - - -- when cow/sheep eats grass, replace wool and milk - if self.gotten == true then - self.gotten = false - self.object:set_properties(self) - end - end - end -end - - --- check if daytime and also if mob is docile during daylight hours -local day_docile = function(self) - - if self.docile_by_day == false then - - return false - - elseif self.docile_by_day == true - and self.time_of_day > 0.2 - and self.time_of_day < 0.8 then - - return true - end -end - - -local los_switcher = false -local height_switcher = false - --- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 -local smart_mobs = function(self, s, p, dist, dtime) - - local s1 = self.path.lastpos - - local target_pos = self.attack:get_pos() - - -- is it becoming stuck? - if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then - self.path.stuck_timer = self.path.stuck_timer + dtime - else - self.path.stuck_timer = 0 - end - - self.path.lastpos = {x = s.x, y = s.y, z = s.z} - - local use_pathfind = false - local has_lineofsight = minetest.line_of_sight( - {x = s.x, y = (s.y) + .5, z = s.z}, - {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) - - -- im stuck, search for path - if not has_lineofsight then - - if los_switcher == true then - use_pathfind = true - los_switcher = false - end -- cannot see target! - else - if los_switcher == false then - - los_switcher = true - use_pathfind = false - - minetest.after(1, function(self) - - if self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - end - end, self) - end -- can see target! - end - - if (self.path.stuck_timer > stuck_timeout and not self.path.following) then - - use_pathfind = true - self.path.stuck_timer = 0 - - minetest.after(1, function(self) - - if self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - end - end, self) - end - - if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then - - use_pathfind = true - self.path.stuck_timer = 0 - - minetest.after(1, function(self) - - if self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - end - end, self) - end - - if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then - - if height_switcher then - use_pathfind = true - height_switcher = false - end - else - if not height_switcher then - use_pathfind = false - height_switcher = true - end - end - - if use_pathfind then - -- lets try find a path, first take care of positions - -- since pathfinder is very sensitive - local sheight = self.collisionbox[5] - self.collisionbox[2] - - -- round position to center of node to avoid stuck in walls - -- also adjust height for player models! - s.x = floor(s.x + 0.5) --- s.y = floor(s.y + 0.5) - sheight - s.z = floor(s.z + 0.5) - - local ssight, sground = minetest.line_of_sight(s, { - x = s.x, y = s.y - 4, z = s.z}, 1) - - -- determine node above ground - if not ssight then - s.y = sground.y + 1 - end - - local p1 = self.attack:get_pos() - - p1.x = floor(p1.x + 0.5) - p1.y = floor(p1.y + 0.5) - p1.z = floor(p1.z + 0.5) - - local dropheight = 6 - if self.fear_height ~= 0 then dropheight = self.fear_height end - - self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra") ---[[ - -- show path using particles - if self.path.way and #self.path.way > 0 then - print ("-- path length:" .. tonumber(#self.path.way)) - for _,pos in pairs(self.path.way) do - minetest.add_particle({ - pos = pos, - velocity = {x=0, y=0, z=0}, - acceleration = {x=0, y=0, z=0}, - expirationtime = 1, - size = 4, - collisiondetection = false, - vertical = false, - texture = "heart.png", - }) - end - end -]] - - self.state = "" - do_attack(self, self.attack) - - -- no path found, try something else - if not self.path.way then - - self.path.following = false - - -- lets make way by digging/building if not accessible - if self.pathfinding == 2 and mobs_griefing then - - -- is player higher than mob? - if s.y < p1.y then - - -- build upwards - if not minetest.is_protected(s, "") then - - local ndef1 = minetest.registered_nodes[self.standing_in] - - if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then - - minetest.set_node(s, {name = mobs.fallback_node}) - end - end - - local sheight = math.ceil(self.collisionbox[5]) + 1 - - -- assume mob is 2 blocks high so it digs above its head - s.y = s.y + sheight - - -- remove one block above to make room to jump - if not minetest.is_protected(s, "") then - - local node1 = node_ok(s, "air").name - local ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.set_node(s, {name = "air"}) - minetest.add_item(s, ItemStack(node1)) - - end - end - - s.y = s.y - sheight - self.object:setpos({x = s.x, y = s.y + 2, z = s.z}) - - else -- dig 2 blocks to make door toward player direction - - local yaw1 = self.object:get_yaw() + pi / 2 - local p1 = { - x = s.x + cos(yaw1), - y = s.y, - z = s.z + sin(yaw1) - } - - if not minetest.is_protected(p1, "") then - - local node1 = node_ok(p1, "air").name - local ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.add_item(p1, ItemStack(node1)) - minetest.set_node(p1, {name = "air"}) - end - - p1.y = p1.y + 1 - node1 = node_ok(p1, "air").name - ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.add_item(p1, ItemStack(node1)) - minetest.set_node(p1, {name = "air"}) - end - - end - end - end - - -- will try again in 2 second - self.path.stuck_timer = stuck_timeout - 2 - - -- frustration! cant find the damn path :( - mob_sound(self, self.sounds.random) - else - -- yay i found path - mob_sound(self, self.sounds.war_cry) - set_velocity(self, self.walk_velocity) - - -- follow path now that it has it - self.path.following = true - end - end -end - - --- specific attacks -local specific_attack = function(list, what) - - -- no list so attack default (player, animals etc.) - if list == nil then - return true - end - - -- found entity on list to attack? - for no = 1, #list do - - if list[no] == what then - return true - end - end - - return false -end - - --- monster find someone to attack -local monster_attack = function(self) - - if self.type ~= "monster" - or not damage_enabled - or creative - or self.state == "attack" - or day_docile(self) then - return - end - - local s = self.object:get_pos() - local p, sp, dist - local player, obj, min_player - local type, name = "", "" - local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - if objs[n]:is_player() then - - if mobs.invis[ objs[n]:get_player_name() ] then - - type = "" - else - player = objs[n] - type = "player" - name = "player" - end - else - obj = objs[n]:get_luaentity() - - if obj then - player = obj.object - type = obj.type - name = obj.name or "" - end - end - - -- find specific mob to attack, failing that attack player/npc/animal - if specific_attack(self.specific_attack, name) - and (type == "player" or type == "npc" - or (type == "animal" and self.attack_animals == true)) then - - p = player:get_pos() - sp = s - - dist = get_distance(p, s) - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - - -- choose closest player to attack - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - end - - -- attack player - if min_player then - do_attack(self, min_player) - end -end - - --- npc, find closest monster to attack -local npc_attack = function(self) - - if self.type ~= "npc" - or not self.attacks_monsters - or self.state == "attack" then - return - end - - local p, sp, obj, min_player, dist - local s = self.object:get_pos() - local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - obj = objs[n]:get_luaentity() - - if obj and obj.type == "monster" then - - p = obj.object:get_pos() - sp = s - - dist = get_distance(p, s) - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = obj.object - end - end - end - - if min_player then - do_attack(self, min_player) - end -end - - --- specific runaway -local specific_runaway = function(list, what) - - -- no list so do not run - if list == nil then - return false - end - - -- found entity on list to attack? - for no = 1, #list do - - if list[no] == what then - return true - end - end - - return false -end - - --- find someone to runaway from -local runaway_from = function(self) - - if not self.runaway_from then - return - end - - local s = self.object:get_pos() - local p, sp, dist - local player, obj, min_player - local type, name = "", "" - local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - if objs[n]:is_player() then - - if mobs.invis[ objs[n]:get_player_name() ] - or self.owner == objs[n]:get_player_name() then - - type = "" - else - player = objs[n] - type = "player" - name = "player" - end - else - obj = objs[n]:get_luaentity() - - if obj then - player = obj.object - type = obj.type - name = obj.name or "" - end - end - - -- find specific mob to runaway from - if name ~= "" and name ~= self.name - and specific_runaway(self.runaway_from, name) then - - p = player:get_pos() - sp = s - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - dist = get_distance(p, s) - - - -- choose closest player/mpb to runaway from - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - end - - if min_player then - - local lp = player:get_pos() - local vec = { - x = lp.x - s.x, - y = lp.y - s.y, - z = lp.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 4) - self.state = "runaway" - self.runaway_timer = 3 - self.following = nil - end -end - - --- follow player if owner or holding item, if fish outta water then flop -local follow_flop = function(self) - - -- find player to follow - if (self.follow ~= "" - or self.order == "follow") - and not self.following - and self.state ~= "attack" - and self.state ~= "runaway" then - - local s = self.object:get_pos() - local players = minetest.get_connected_players() - - for n = 1, #players do - - if get_distance(players[n]:get_pos(), s) < self.view_range - and not mobs.invis[ players[n]:get_player_name() ] then - - self.following = players[n] - - break - end - end - end - - if self.type == "npc" - and self.order == "follow" - and self.state ~= "attack" - and self.owner ~= "" then - - -- npc stop following player if not owner - if self.following - and self.owner - and self.owner ~= self.following:get_player_name() then - self.following = nil - end - else - -- stop following player if not holding specific item - if self.following - and self.following:is_player() - and follow_holding(self, self.following) == false then - self.following = nil - end - - end - - -- follow that thing - if self.following then - - local s = self.object:get_pos() - local p - - if self.following:is_player() then - - p = self.following:get_pos() - - elseif self.following.object then - - p = self.following.object:get_pos() - end - - if p then - - local dist = get_distance(p, s) - - -- dont follow if out of range - if dist > self.view_range then - self.following = nil - else - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw, 6) - - -- anyone but standing npc's can move along - if dist > self.reach - and self.order ~= "stand" then - - set_velocity(self, self.walk_velocity) - - if self.walk_chance ~= 0 then - set_animation(self, "walk") - end - else - set_velocity(self, 0) - set_animation(self, "stand") - end - - return - end - end - end - - -- swimmers flop when out of their element, and swim again when back in - if self.fly then - local s = self.object:get_pos() - if not flight_check(self, s) then - - self.state = "flop" - self.object:setvelocity({x = 0, y = -5, z = 0}) - - set_animation(self, "stand") - - return - elseif self.state == "flop" then - self.state = "stand" - end - end -end - - --- dogshoot attack switch and counter function -local dogswitch = function(self, dtime) - - -- switch mode not activated - if not self.dogshoot_switch - or not dtime then - return 0 - end - - self.dogshoot_count = self.dogshoot_count + dtime - - if (self.dogshoot_switch == 1 - and self.dogshoot_count > self.dogshoot_count_max) - or (self.dogshoot_switch == 2 - and self.dogshoot_count > self.dogshoot_count2_max) then - - self.dogshoot_count = 0 - - if self.dogshoot_switch == 1 then - self.dogshoot_switch = 2 - else - self.dogshoot_switch = 1 - end - end - - return self.dogshoot_switch -end - - --- execute current state (stand, walk, run, attacks) -local do_states = function(self, dtime) - - local yaw = self.object:get_yaw() or 0 - - if self.state == "stand" then - - if random(1, 4) == 1 then - - local lp = nil - local s = self.object:get_pos() - local objs = minetest.get_objects_inside_radius(s, 3) - - for n = 1, #objs do - - if objs[n]:is_player() then - lp = objs[n]:get_pos() - break - end - end - - -- look at any players nearby, otherwise turn randomly - if lp then - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - else - yaw = yaw + random(-0.5, 0.5) - end - - yaw = set_yaw(self, yaw, 8) - end - - set_velocity(self, 0) - set_animation(self, "stand") - - -- npc's ordered to stand stay standing - if self.type ~= "npc" - or self.order ~= "stand" then - - if self.walk_chance ~= 0 - and self.facing_fence ~= true - and random(1, 100) <= self.walk_chance - and is_at_cliff(self) == false then - - set_velocity(self, self.walk_velocity) - self.state = "walk" - set_animation(self, "walk") - - --[[ fly up/down randomly for flying mobs - if self.fly and random(1, 100) <= self.walk_chance then - - local v = self.object:getvelocity() - local ud = random(-1, 2) / 9 - - self.object:setvelocity({x = v.x, y = ud, z = v.z}) - end--]] - end - end - - elseif self.state == "walk" then - - local s = self.object:get_pos() - local lp = nil - - -- is there something I need to avoid? - if self.water_damage > 0 - and self.lava_damage > 0 then - - lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) - - elseif self.water_damage > 0 then - - lp = minetest.find_node_near(s, 1, {"group:water"}) - - elseif self.lava_damage > 0 then - - lp = minetest.find_node_near(s, 1, {"group:lava"}) - end - - if lp then - - -- if mob in water or lava then look for land - if (self.lava_damage - and minetest.registered_nodes[self.standing_in].groups.lava) - or (self.water_damage - and minetest.registered_nodes[self.standing_in].groups.water) then - - lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", - "group:sand", node_ice, node_snowblock}) - - -- did we find land? - if lp then - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - - -- look towards land and jump/move in that direction - yaw = set_yaw(self, yaw, 6) - do_jump(self) - set_velocity(self, self.walk_velocity) - else - yaw = yaw + random(-0.5, 0.5) - end - - else - - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if lp.x > s.x then yaw = yaw + pi end - end - - yaw = set_yaw(self, yaw, 8) - - -- otherwise randomly turn - elseif random(1, 100) <= 30 then - - yaw = yaw + random(-0.5, 0.5) - - yaw = set_yaw(self, yaw, 8) - end - - -- stand for great fall in front - local temp_is_cliff = is_at_cliff(self) - - if self.facing_fence == true - or temp_is_cliff - or random(1, 100) <= 30 then - - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - else - set_velocity(self, self.walk_velocity) - - if flight_check(self) - and self.animation - and self.animation.fly_start - and self.animation.fly_end then - set_animation(self, "fly") - else - set_animation(self, "walk") - end - end - - -- runaway when punched - elseif self.state == "runaway" then - - self.runaway_timer = self.runaway_timer + 1 - - -- stop after 5 seconds or when at cliff - if self.runaway_timer > 5 - or is_at_cliff(self) then - self.runaway_timer = 0 - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - else - set_velocity(self, self.run_velocity) - set_animation(self, "walk") - end - - -- attack routines (explode, dogfight, shoot, dogshoot) - elseif self.state == "attack" then - - -- calculate distance from mob and enemy - local s = self.object:get_pos() - local p = self.attack:get_pos() or s - local dist = get_distance(p, s) - - -- stop attacking if player invisible or out of range - if dist > self.view_range - or not self.attack - or not self.attack:get_pos() - or self.attack:get_hp() <= 0 - or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then - --- print(" ** stop attacking **", dist, self.view_range) - self.state = "stand" - set_velocity(self, 0) - set_animation(self, "stand") - self.attack = nil - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.path.way = nil - - return - end - - if self.attack_type == "explode" then - - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - local node_break_radius = self.explosion_radius or 1 - local entity_damage_radius = self.explosion_damage_radius - or (node_break_radius * 2) - - -- start timer when in reach and line of sight - if not self.v_start - and dist <= self.reach - and line_of_sight(self, s, p, 2) then - - self.v_start = true - self.timer = 0 - self.blinktimer = 0 - mob_sound(self, self.sounds.fuse) --- print ("=== explosion timer started", self.explosion_timer) - - -- stop timer if out of reach or direct line of sight - elseif self.allow_fuse_reset - and self.v_start - and (dist > self.reach - or not line_of_sight(self, s, p, 2)) then - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.blinkstatus = false - self.object:settexturemod("") - end - - -- walk right up to player unless the timer is active - if self.v_start and (self.stop_to_explode or dist < 1.5) then - set_velocity(self, 0) - else - set_velocity(self, self.run_velocity) - end - - if self.animation and self.animation.run_start then - set_animation(self, "run") - else - set_animation(self, "walk") - end - - if self.v_start then - - self.timer = self.timer + dtime - self.blinktimer = (self.blinktimer or 0) + dtime - - if self.blinktimer > 0.2 then - - self.blinktimer = 0 - - if self.blinkstatus then - self.object:settexturemod("") - else - self.object:settexturemod("^[brighten") - end - - self.blinkstatus = not self.blinkstatus - end - --- print ("=== explosion timer", self.timer) - - if self.timer > self.explosion_timer then - - local pos = self.object:get_pos() - - -- dont damage anything if area protected or next to water - if minetest.find_node_near(pos, 1, {"group:water"}) - or minetest.is_protected(pos, "") then - - node_break_radius = 1 - end - - self.object:remove() - - if minetest.get_modpath("tnt") and tnt and tnt.boom - and not minetest.is_protected(pos, "") then - - tnt.boom(pos, { - radius = node_break_radius, - damage_radius = entity_damage_radius, - sound = self.sounds.explode, - }) - else - - minetest.sound_play(self.sounds.explode, { - pos = pos, - gain = 1.0, - max_hear_distance = self.sounds.distance or 32 - }) - - entity_physics(pos, entity_damage_radius) - effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) - end - - return - end - end - - elseif self.attack_type == "dogfight" - or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) - or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then - - if self.fly - and dist > self.reach then - - local p1 = s - local me_y = floor(p1.y) - local p2 = p - local p_y = floor(p2.y + 1) - local v = self.object:getvelocity() - - if flight_check(self, s) then - - if me_y < p_y then - - self.object:setvelocity({ - x = v.x, - y = 1 * self.walk_velocity, - z = v.z - }) - - elseif me_y > p_y then - - self.object:setvelocity({ - x = v.x, - y = -1 * self.walk_velocity, - z = v.z - }) - end - else - if me_y < p_y then - - self.object:setvelocity({ - x = v.x, - y = 0.01, - z = v.z - }) - - elseif me_y > p_y then - - self.object:setvelocity({ - x = v.x, - y = -0.01, - z = v.z - }) - end - end - - end - - -- rnd: new movement direction - if self.path.following - and self.path.way - and self.attack_type ~= "dogshoot" then - - -- no paths longer than 50 - if #self.path.way > 50 - or dist < self.reach then - self.path.following = false - return - end - - local p1 = self.path.way[1] - - if not p1 then - self.path.following = false - return - end - - if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then - -- reached waypoint, remove it from queue - table.remove(self.path.way, 1) - end - - -- set new temporary target - p = {x = p1.x, y = p1.y, z = p1.z} - end - - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - -- move towards enemy if beyond mob reach - if dist > self.reach then - - -- path finding by rnd - if self.pathfinding -- only if mob has pathfinding enabled - and enable_pathfinding then - - smart_mobs(self, s, p, dist, dtime) - end - - if is_at_cliff(self) then - - set_velocity(self, 0) - set_animation(self, "stand") - else - - if self.path.stuck then - set_velocity(self, self.walk_velocity) - else - set_velocity(self, self.run_velocity) - end - - if self.animation and self.animation.run_start then - set_animation(self, "run") - else - set_animation(self, "walk") - end - end - - else -- rnd: if inside reach range - - self.path.stuck = false - self.path.stuck_timer = 0 - self.path.following = false -- not stuck anymore - - set_velocity(self, 0) - - if not self.custom_attack then - - if self.timer > 1 then - - self.timer = 0 - - if self.double_melee_attack - and random(1, 2) == 1 then - set_animation(self, "punch2") - else - set_animation(self, "punch") - end - - local p2 = p - local s2 = s - - p2.y = p2.y + .5 - s2.y = s2.y + .5 - - if line_of_sight(self, p2, s2) == true then - - -- play attack sound - mob_sound(self, self.sounds.attack) - - -- punch player (or what player is attached to) - local attached = self.attack:get_attach() - if attached then - self.attack = attached - end - self.attack:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = self.damage} - }, nil) - end - end - else -- call custom attack every second - if self.custom_attack - and self.timer > 1 then - - self.timer = 0 - - self.custom_attack(self, p) - end - end - end - - elseif self.attack_type == "shoot" - or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1) - or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then - - p.y = p.y - .5 - s.y = s.y + .5 - - local dist = get_distance(p, s) - local vec = { - x = p.x - s.x, - y = p.y - s.y, - z = p.z - s.z - } - - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self, yaw) - - set_velocity(self, 0) - - if self.shoot_interval - and self.timer > self.shoot_interval - and random(1, 100) <= 60 then - - self.timer = 0 - set_animation(self, "shoot") - - -- play shoot attack sound - mob_sound(self, self.sounds.shoot_attack) - - local p = self.object:get_pos() - - p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 - - if minetest.registered_entities[self.arrow] then - - local obj = minetest.add_entity(p, self.arrow) - local ent = obj:get_luaentity() - local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 - local v = ent.velocity or 1 -- or set to default - - ent.switch = 1 - ent.owner_id = tostring(self.object) -- add unique owner id to arrow - - -- offset makes shoot aim accurate - vec.y = vec.y + self.shoot_offset - vec.x = vec.x * (v / amount) - vec.y = vec.y * (v / amount) - vec.z = vec.z * (v / amount) - - obj:setvelocity(vec) - end - end - end - end -end - - --- falling and fall damage -local falling = function(self, pos) - - if self.fly then - return - end - - -- floating in water (or falling) - local v = self.object:getvelocity() - - if v.y > 0 then - - -- apply gravity when moving up - self.object:setacceleration({ - x = 0, - y = -10, - z = 0 - }) - - elseif v.y <= 0 and v.y > self.fall_speed then - - -- fall downwards at set speed - self.object:setacceleration({ - x = 0, - y = self.fall_speed, - z = 0 - }) - else - -- stop accelerating once max fall speed hit - self.object:setacceleration({x = 0, y = 0, z = 0}) - end - - -- in water then float up - if minetest.registered_nodes[self.standing_in].groups.water then - - if self.floats == 1 then - - self.object:setacceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2 - z = 0 - }) - end - else - - -- fall damage onto solid ground - if self.fall_damage == 1 - and self.object:getvelocity().y == 0 then - - local d = (self.old_y or 0) - self.object:get_pos().y - - if d > 5 then - - self.health = self.health - floor(d - 5) - - effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) - - if check_for_death(self, "fall", {type = "fall"}) then - return - end - end - - self.old_y = self.object:get_pos().y - end - end -end - - --- deal damage and effects when mob punched -local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - - -- custom punch function - if self.do_punch then - - -- when false skip going any further - if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then - return - end - end - - -- mob health check --- if self.health <= 0 then --- return --- end - - -- error checking when mod profiling is enabled - if not tool_capabilities then - minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") - return - end - - -- is mob protected? - if self.protected and hitter:is_player() - and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then - minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) - return - end - - - -- weapon wear - local weapon = hitter:get_wielded_item() - local punch_interval = 1.4 - - -- calculate mob damage - local damage = 0 - local armor = self.object:get_armor_groups() or {} - local tmp - - -- quick error check incase it ends up 0 (serialize.h check test) - if tflp == 0 then - tflp = 0.2 - end - - if use_cmi then - damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) - else - - for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do - - tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) - - if tmp < 0 then - tmp = 0.0 - elseif tmp > 1 then - tmp = 1.0 - end - - damage = damage + (tool_capabilities.damage_groups[group] or 0) - * tmp * ((armor[group] or 0) / 100.0) - end - end - - -- check for tool immunity or special damage - for n = 1, #self.immune_to do - - if self.immune_to[n][1] == weapon:get_name() then - - damage = self.immune_to[n][2] or 0 - break - - -- if "all" then no tool does damage unless it's specified in list - elseif self.immune_to[n][1] == "all" then - damage = self.immune_to[n][2] or 0 - end - end - - -- healing - if damage <= -1 then - self.health = self.health - floor(damage) - return - end - --- print ("Mob Damage is", damage) - - if use_cmi then - - local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) - - if cancel then return end - end - - -- add weapon wear - if tool_capabilities then - punch_interval = tool_capabilities.full_punch_interval or 1.4 - end - - if weapon:get_definition() - and weapon:get_definition().tool_capabilities then - - weapon:add_wear(floor((punch_interval / 75) * 9000)) - hitter:set_wielded_item(weapon) - end - - -- only play hit sound and show blood effects if damage is 1 or over - if damage >= 1 then - - -- weapon sounds - if weapon:get_definition().sounds ~= nil then - - local s = random(0, #weapon:get_definition().sounds) - - minetest.sound_play(weapon:get_definition().sounds[s], { - object = self.object, --hitter, - max_hear_distance = 8 - }) - else - minetest.sound_play("default_punch", { - object = self.object, --hitter, - max_hear_distance = 5 - }) - end - - -- blood_particles - if self.blood_amount > 0 - and not disable_blood then - - local pos = self.object:get_pos() - - pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 - - -- do we have a single blood texture or multiple? - if type(self.blood_texture) == "table" then - - local blood = self.blood_texture[random(1, #self.blood_texture)] - - effect(pos, self.blood_amount, blood, nil, nil, 1, nil) - else - effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) - end - end - - -- do damage - self.health = self.health - floor(damage) - - -- exit here if dead, special item check - if weapon:get_name() == "mobs:pick_lava" then - if check_for_death(self, "lava", {type = "punch", - puncher = hitter}) then - return - end - else - if check_for_death(self, "hit", {type = "punch", - puncher = hitter}) then - return - end - end - - --[[ add healthy afterglow when hit (can cause hit lag with larger textures) - minetest.after(0.1, function() - - if not self.object:get_luaentity() then return end - - self.object:settexturemod("^[colorize:#c9900070") - - core.after(0.3, function() - self.object:settexturemod("") - end) - end) ]] - - -- knock back effect (only on full punch) - if self.knock_back - and tflp >= punch_interval then - - local v = self.object:getvelocity() - local r = 1.4 - min(punch_interval, 1.4) - local kb = r * 5 - local up = 2 - - -- if already in air then dont go up anymore when hit - if v.y > 0 - or self.fly then - up = 0 - end - - -- direction error check - dir = dir or {x = 0, y = 0, z = 0} - - -- check if tool already has specific knockback value - if tool_capabilities.damage_groups["knockback"] then - kb = tool_capabilities.damage_groups["knockback"] - else - kb = kb * 1.5 - end - - self.object:setvelocity({ - x = dir.x * kb, - y = up, - z = dir.z * kb - }) - - self.pause_timer = 0.25 - end - end -- END if damage - - -- if skittish then run away - if self.runaway == true then - - local lp = hitter:get_pos() - local s = self.object:get_pos() - local vec = { - x = lp.x - s.x, - y = lp.y - s.y, - z = lp.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 6) - self.state = "runaway" - self.runaway_timer = 0 - self.following = nil - end - - local name = hitter:get_player_name() or "" - - -- attack puncher and call other mobs for help - if self.passive == false - and self.state ~= "flop" - and self.child == false - and hitter:get_player_name() ~= self.owner - and not mobs.invis[ name ] then - - -- attack whoever punched mob - self.state = "" - do_attack(self, hitter) - - -- alert others to the attack - local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) - local obj = nil - - for n = 1, #objs do - - obj = objs[n]:get_luaentity() - - if obj then - - -- only alert members of same mob - if obj.group_attack == true - and obj.state ~= "attack" - and obj.owner ~= name - and obj.name == self.name then - do_attack(obj, hitter) - end - - -- have owned mobs attack player threat - if obj.owner == name and obj.owner_loyal then - do_attack(obj, self.object) - end - end - end - end -end - - --- get entity staticdata -local mob_staticdata = function(self) - - -- remove mob when out of range unless tamed - if remove_far - and self.remove_ok - and self.type ~= "npc" - and self.state ~= "attack" - and not self.tamed - and self.lifetimer < 20000 then - - --print ("REMOVED " .. self.name) - - self.object:remove() - - return ""-- nil - end - - self.remove_ok = true - self.attack = nil - self.following = nil - self.state = "stand" - - -- used to rotate older mobs - if self.drawtype - and self.drawtype == "side" then - self.rotate = math.rad(90) - end - - if use_cmi then - self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) - end - - local tmp = {} - - for _,stat in pairs(self) do - - local t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" - and _ ~= "_cmi_components" then - tmp[_] = self[_] - end - end - - --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') - return minetest.serialize(tmp) -end - - --- activate mob and reload settings -local mob_activate = function(self, staticdata, def, dtime) - - -- remove monsters in peaceful mode - if self.type == "monster" - and peaceful_only then - - self.object:remove() - - return - end - - -- load entity variables - local tmp = minetest.deserialize(staticdata) - - if tmp then - for _,stat in pairs(tmp) do - self[_] = stat - end - end - - -- select random texture, set model and size - if not self.base_texture then - - -- compatiblity with old simple mobs textures - if type(def.textures[1]) == "string" then - def.textures = {def.textures} - end - - self.base_texture = def.textures[random(1, #def.textures)] - self.base_mesh = def.mesh - self.base_size = self.visual_size - self.base_colbox = self.collisionbox - self.base_selbox = self.selectionbox - end - - -- for current mobs that dont have this set - if not self.base_selbox then - self.base_selbox = self.selectionbox or self.base_colbox - end - - -- set texture, model and size - local textures = self.base_texture - local mesh = self.base_mesh - local vis_size = self.base_size - local colbox = self.base_colbox - local selbox = self.base_selbox - - -- specific texture if gotten - if self.gotten == true - and def.gotten_texture then - textures = def.gotten_texture - end - - -- specific mesh if gotten - if self.gotten == true - and def.gotten_mesh then - mesh = def.gotten_mesh - end - - -- set child objects to half size - if self.child == true then - - vis_size = { - x = self.base_size.x * .5, - y = self.base_size.y * .5, - } - - if def.child_texture then - textures = def.child_texture[1] - end - - colbox = { - self.base_colbox[1] * .5, - self.base_colbox[2] * .5, - self.base_colbox[3] * .5, - self.base_colbox[4] * .5, - self.base_colbox[5] * .5, - self.base_colbox[6] * .5 - } - selbox = { - self.base_selbox[1] * .5, - self.base_selbox[2] * .5, - self.base_selbox[3] * .5, - self.base_selbox[4] * .5, - self.base_selbox[5] * .5, - self.base_selbox[6] * .5 - } - end - - if self.health == 0 then - self.health = random (self.hp_min, self.hp_max) - end - - -- pathfinding init - self.path = {} - self.path.way = {} -- path to follow, table of positions - self.path.lastpos = {x = 0, y = 0, z = 0} - self.path.stuck = false - self.path.following = false -- currently following path? - self.path.stuck_timer = 0 -- if stuck for too long search for path - - -- mob defaults - self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) - self.old_y = self.object:get_pos().y - self.old_health = self.health - self.sounds.distance = self.sounds.distance or 10 - self.textures = textures - self.mesh = mesh - self.collisionbox = colbox - self.selectionbox = selbox - self.visual_size = vis_size - self.standing_in = "air" - - -- check existing nametag - if not self.nametag then - self.nametag = def.nametag - end - - -- set anything changed above - self.object:set_properties(self) - set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6) - update_tag(self) - set_animation(self, "stand") - - -- run on_spawn function if found - if self.on_spawn and not self.on_spawn_run then - if self.on_spawn(self) then - self.on_spawn_run = true -- if true, set flag to run once only - end - end - - -- run after_activate - if def.after_activate then - def.after_activate(self, staticdata, def, dtime) - end - - if use_cmi then - self._cmi_components = cmi.activate_components(self.serialized_cmi_components) - cmi.notify_activate(self.object, dtime) - end -end - - --- main mob function -local mob_step = function(self, dtime) - - if use_cmi then - cmi.notify_step(self.object, dtime) - end - - local pos = self.object:get_pos() - local yaw = 0 - - -- when lifetimer expires remove mob (except npc and tamed) - if self.type ~= "npc" - and not self.tamed - and self.state ~= "attack" - and remove_far ~= true - and self.lifetimer < 20000 then - - self.lifetimer = self.lifetimer - dtime - - if self.lifetimer <= 0 then - - -- only despawn away from player - local objs = minetest.get_objects_inside_radius(pos, 15) - - for n = 1, #objs do - - if objs[n]:is_player() then - - self.lifetimer = 20 - - return - end - end - --- minetest.log("action", --- S("lifetimer expired, removed @1", self.name)) - - effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) - - self.object:remove() - - return - end - end - - -- get node at foot level every quarter second - self.node_timer = (self.node_timer or 0) + dtime - - if self.node_timer > 0.25 then - - self.node_timer = 0 - - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - self.standing_in = node_ok({ - x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name --- print ("standing in " .. self.standing_in) - end - - -- check if falling, flying, floating - falling(self, pos) - - -- smooth rotation by ThomasMonroe314 - - if self.delay and self.delay > 0 then - - local yaw = self.object:get_yaw() - - if self.delay == 1 then - yaw = self.target_yaw - else - local dif = abs(yaw - self.target_yaw) - - if yaw > self.target_yaw then - - if dif > pi then - dif = 2 * pi - dif -- need to add - yaw = yaw + dif / self.delay - else - yaw = yaw - dif / self.delay -- need to subtract - end - - elseif yaw < self.target_yaw then - - if dif > pi then - dif = 2 * pi - dif - yaw = yaw - dif / self.delay -- need to subtract - else - yaw = yaw + dif / self.delay -- need to add - end - end - - if yaw > (pi * 2) then yaw = yaw - (pi * 2) end - if yaw < 0 then yaw = yaw + (pi * 2) end - end - - self.delay = self.delay - 1 - self.object:set_yaw(yaw) - end - - -- end rotation - - -- knockback timer - if self.pause_timer > 0 then - - self.pause_timer = self.pause_timer - dtime - - return - end - - -- run custom function (defined in mob lua file) - if self.do_custom then - - -- when false skip going any further - if self.do_custom(self, dtime) == false then - return - end - end - - -- attack timer - self.timer = self.timer + dtime - - if self.state ~= "attack" then - - if self.timer < 1 then - return - end - - self.timer = 0 - end - - -- never go over 100 - if self.timer > 100 then - self.timer = 1 - end - - -- mob plays random sound at times - if random(1, 100) == 1 then - mob_sound(self, self.sounds.random) - end - - -- environmental damage timer (every 1 second) - self.env_damage_timer = self.env_damage_timer + dtime - - if (self.state == "attack" and self.env_damage_timer > 1) - or self.state ~= "attack" then - - self.env_damage_timer = 0 - - -- check for environmental damage (water, fire, lava etc.) - do_env_damage(self) - - -- node replace check (cow eats grass etc.) - replace(self, pos) - end - - monster_attack(self) - - npc_attack(self) - - breed(self) - - follow_flop(self) - - do_states(self, dtime) - - do_jump(self) - - runaway_from(self) - -end - - --- default function when mobs are blown up with TNT -local do_tnt = function(obj, damage) - - --print ("----- Damage", damage) - - obj.object:punch(obj.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, nil) - - return false, true, {} -end - - -mobs.spawning_mobs = {} - --- register mob entity -function mobs:register_mob(name, def) - - mobs.spawning_mobs[name] = true - -minetest.register_entity(name, { - - stepheight = def.stepheight or 1.1, -- was 0.6 - name = name, - type = def.type, - attack_type = def.attack_type, - fly = def.fly, - fly_in = def.fly_in or "air", - owner = def.owner or "", - order = def.order or "", - on_die = def.on_die, - do_custom = def.do_custom, - jump_height = def.jump_height or 4, -- was 6 - drawtype = def.drawtype, -- DEPRECATED, use rotate instead - rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 - lifetimer = def.lifetimer or 180, -- 3 minutes - hp_min = max(1, (def.hp_min or 5) * difficulty), - hp_max = max(1, (def.hp_max or 10) * difficulty), - physical = true, - collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, - selectionbox = def.selectionbox or def.collisionbox, - visual = def.visual, - visual_size = def.visual_size or {x = 1, y = 1}, - mesh = def.mesh, - makes_footstep_sound = def.makes_footstep_sound or false, - view_range = def.view_range or 5, - walk_velocity = def.walk_velocity or 1, - run_velocity = def.run_velocity or 2, - damage = max(0, (def.damage or 0) * difficulty), - light_damage = def.light_damage or 0, - water_damage = def.water_damage or 0, - lava_damage = def.lava_damage or 0, - suffocation = def.suffocation or 2, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10) - drops = def.drops or {}, - armor = def.armor or 100, - on_rightclick = def.on_rightclick, - arrow = def.arrow, - shoot_interval = def.shoot_interval, - sounds = def.sounds or {}, - animation = def.animation, - follow = def.follow, - jump = def.jump ~= false, - walk_chance = def.walk_chance or 50, - attacks_monsters = def.attacks_monsters or false, - group_attack = def.group_attack or false, - passive = def.passive or false, - knock_back = def.knock_back ~= false, - blood_amount = def.blood_amount or 5, - blood_texture = def.blood_texture or "mobs_blood.png", - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default - replace_rate = def.replace_rate, - replace_what = def.replace_what, - replace_with = def.replace_with, - replace_offset = def.replace_offset or 0, - on_replace = def.on_replace, - timer = 0, - env_damage_timer = 0, -- only used when state = "attack" - tamed = false, - pause_timer = 0, - horny = false, - hornytimer = 0, - child = false, - gotten = false, - health = 0, - reach = def.reach or 3, - htimer = 0, - texture_list = def.textures, - child_texture = def.child_texture, - docile_by_day = def.docile_by_day or false, - time_of_day = 0.5, - fear_height = def.fear_height or 0, - runaway = def.runaway, - runaway_timer = 0, - pathfinding = def.pathfinding, - immune_to = def.immune_to or {}, - explosion_radius = def.explosion_radius, - explosion_damage_radius = def.explosion_damage_radius, - explosion_timer = def.explosion_timer or 3, - allow_fuse_reset = def.allow_fuse_reset ~= false, - stop_to_explode = def.stop_to_explode ~= false, - custom_attack = def.custom_attack, - double_melee_attack = def.double_melee_attack, - dogshoot_switch = def.dogshoot_switch, - dogshoot_count = 0, - dogshoot_count_max = def.dogshoot_count_max or 5, - dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), - attack_animals = def.attack_animals or false, - specific_attack = def.specific_attack, - runaway_from = def.runaway_from, - owner_loyal = def.owner_loyal, - facing_fence = false, - _cmi_is_mob = true, - - on_spawn = def.on_spawn, - - on_blast = def.on_blast or do_tnt, - - on_step = mob_step, - - do_punch = def.do_punch, - - on_punch = mob_punch, - - on_breed = def.on_breed, - - on_grown = def.on_grown, - - on_activate = function(self, staticdata, dtime) - return mob_activate(self, staticdata, def, dtime) - end, - - get_staticdata = function(self) - return mob_staticdata(self) - end, - -}) - -end -- END mobs:register_mob function - - --- count how many mobs of one type are inside an area -local count_mobs = function(pos, type) - - local num_type = 0 - local num_total = 0 - local objs = minetest.get_objects_inside_radius(pos, aoc_range) - - for n = 1, #objs do - - if not objs[n]:is_player() then - - local obj = objs[n]:get_luaentity() - - -- count mob type and add to total also - if obj and obj.name and obj.name == type then - - num_type = num_type + 1 - num_total = num_total + 1 - - -- add to total mobs - elseif obj and obj.name and obj.health ~= nil then - - num_total = num_total + 1 - end - end - end - - return num_type, num_total -end - - --- global functions - -function mobs:spawn_abm_check(pos, node, name) - -- global function to add additional spawn checks - -- return true to stop spawning mob -end - - -local function player_near(pos, radius) - - local objs = minetest.get_objects_inside_radius(pos, radius) - - for n = 1, #objs do - - if objs[n]:is_player() then - return true - end - end - - return false -end - - -local function daycheck(day_toggle) - - if day_toggle ~= nil then - - local tod = (minetest.get_timeofday() or 0) * 24000 - - if tod > 4500 and tod < 19500 then - - if day_toggle == false then - return false -- mob requires night - end - else - if day_toggle == true then - return false -- mob requires day - end - end - end - - return true -- mob doesn't care -end - - -local function is_protected(pos) - - if not spawn_protected - and minetest.is_protected(pos, "") then - return true -- protected area - end - - return false -- mobs can spawn -end - - -local interval = 30 -local timer = 0 -local spawning_mobs = {} - -minetest.register_globalstep(function(dtime) - - if not mobs_spawn then - return - end - - timer = timer + dtime - if timer < interval then - return - end - timer = 0 - - for _,player in ipairs(minetest.get_connected_players()) do - - if player:get_hp() > 0 then - - local pos = player:getpos() - local area, pos2, light, obj, base - - for _,mob in ipairs(spawning_mobs) do - - area = nil - - if minetest.registered_entities[mob.name] - and random(1, mob.chance) == 1 then - - area = minetest.find_nodes_in_area_under_air( - {x = pos.x - 20, y = pos.y - 20, z = pos.z - 20}, - {x = pos.x + 20, y = pos.y + 20, z = pos.z + 20}, - mob.nodes) - end - - if area and #area > 0 then - - pos2 = area[math.random(1, #area)] - base = minetest.registered_entities[mob.name].collisionbox[5] - pos2.y = pos2.y + 1 + base - - light = minetest.get_node_light(pos2) or -1 - - if pos2.y >= mob.min_height - and pos2.y <= mob.max_height - and light >= mob.min_light - and light <= mob.max_light - and daycheck(mob.day_toggle) - and minetest.find_node_near(pos2, 1, mob.neighbors) - and count_mobs(pos2, mob.name) < mob.total - and not player_near(pos2, 10) - and not is_protected(pos2) then - -print ("--- Spawned ", mob.name, minetest.pos_to_string(pos2), mob.chance) - - obj = minetest.add_entity(pos2, mob.name) - - if mob.on_spawn then - mob.on_spawn(obj:get_luaentity(), pos2) - end - else -print ("--- Cannot spawn ", mob.name) - end - end - end - end - end -end) - - -function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, - interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) - - -- chance/spawn number override in minetest.conf for registered mob - local numbers = minetest.settings:get(name) - - if numbers then - numbers = numbers:split(",") - chance = tonumber(numbers[1]) or chance - aoc = tonumber(numbers[2]) or aoc - - if chance == 0 then - minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) - return - end - - minetest.log("action", - string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) - end - - -- change old chance values to be more useable by new spawn routine - if chance > 999 then - chance = max(1, chance / 1000) - end - - -- adjust for mob chance multiplier - chance = max(1, chance * mob_chance_multiplier) - - -- add mob to table for spawning with routine above - table.insert(spawning_mobs, { - name = name, - nodes = nodes, - neighbors = neighbors, - chance = chance, - min_height = min_height, - max_height = max_height, - min_light = min_light, - max_light = max_light, - total = aoc, - day_toggle = day_toggle, - on_spawn = on_spawn, - }) -end - - --- compatibility with older mob registration -function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) - - mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, - chance, active_object_count, -31000, max_height, day_toggle) -end - - --- MarkBu's spawn function -function mobs:spawn(def) - - mobs:spawn_specific( - def.name, - def.nodes or {"group:soil", "group:stone"}, - def.neighbors or {"air"}, - def.min_light or 0, - def.max_light or 15, - def.interval or 30, - def.chance or 5000, - def.active_object_count or 1, - def.min_height or -31000, - def.max_height or 31000, - def.day_toggle, - def.on_spawn - ) -end - - --- register arrow for shoot attack -function mobs:register_arrow(name, def) - - if not name or not def then return end -- errorcheck - - minetest.register_entity(name, { - - physical = false, - visual = def.visual, - visual_size = def.visual_size, - textures = def.textures, - velocity = def.velocity, - hit_player = def.hit_player, - hit_node = def.hit_node, - hit_mob = def.hit_mob, - drop = def.drop or false, -- drops arrow as registered item when true - collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows - timer = 0, - switch = 0, - owner_id = def.owner_id, - rotate = def.rotate, - automatic_face_movement_dir = def.rotate - and (def.rotate - (pi / 180)) or false, - - on_activate = def.on_activate, - - on_step = def.on_step or function(self, dtime) - - self.timer = self.timer + 1 - - local pos = self.object:get_pos() - - if self.switch == 0 - or self.timer > 150 - or not within_limits(pos, 0) then - - self.object:remove() ; -- print ("removed arrow") - - return - end - - -- does arrow have a tail (fireball) - if def.tail - and def.tail == 1 - and def.tail_texture then - - minetest.add_particle({ - pos = pos, - velocity = {x = 0, y = 0, z = 0}, - acceleration = {x = 0, y = 0, z = 0}, - expirationtime = def.expire or 0.25, - collisiondetection = false, - texture = def.tail_texture, - size = def.tail_size or 5, - glow = def.glow or 0, - }) - end - - if self.hit_node then - - local node = node_ok(pos).name - - if minetest.registered_nodes[node].walkable then - - self.hit_node(self, pos, node) - - if self.drop == true then - - pos.y = pos.y + 1 - - self.lastpos = (self.lastpos or pos) - - minetest.add_item(self.lastpos, self.object:get_luaentity().name) - end - - self.object:remove() ; -- print ("hit node") - - return - end - end - - if self.hit_player or self.hit_mob then - - for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do - - if self.hit_player - and player:is_player() then - - self.hit_player(self, player) - self.object:remove() ; -- print ("hit player") - return - end - - local entity = player:get_luaentity() - - if entity - and self.hit_mob - and entity._cmi_is_mob == true - and tostring(player) ~= self.owner_id - and entity.name ~= self.object:get_luaentity().name then - - self.hit_mob(self, player) - - self.object:remove() ; --print ("hit mob") - - return - end - end - end - - self.lastpos = pos - end - }) -end - - --- compatibility function -function mobs:explosion(pos, radius) - local self = {sounds = {}} - self.sounds.explode = "tnt_explode" - mobs:boom(self, pos, radius) -end - - --- no damage to nodes explosion -function mobs:safe_boom(self, pos, radius) - - minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { - pos = pos, - gain = 1.0, - max_hear_distance = self.sounds and self.sounds.distance or 32 - }) - - entity_physics(pos, radius) - effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) -end - - --- make explosion with protection and tnt mod check -function mobs:boom(self, pos, radius) - - if mobs_griefing - and minetest.get_modpath("tnt") and tnt and tnt.boom - and not minetest.is_protected(pos, "") then - - tnt.boom(pos, { - radius = radius, - damage_radius = radius, - sound = self.sounds and self.sounds.explode, - explode_center = true, - }) - else - mobs:safe_boom(self, pos, radius) - end -end - - --- Register spawn eggs - --- Note: This also introduces the “spawn_egg” group: --- * spawn_egg=1: Spawn egg (generic mob, no metadata) --- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) -function mobs:register_egg(mob, desc, background, addegg, no_creative) - - local grp = {spawn_egg = 1} - - -- do NOT add this egg to creative inventory (e.g. dungeon master) - if creative and no_creative == true then - grp.not_in_creative_inventory = 1 - end - - local invimg = background - - if addegg == 1 then - invimg = "mobs_chicken_egg.png^(" .. invimg .. - "^[mask:mobs_chicken_egg_overlay.png)" - end - - -- register new spawn egg containing mob information - minetest.register_craftitem(mob .. "_set", { - - description = S("@1 (Tamed)", desc), - inventory_image = invimg, - groups = {spawn_egg = 2, not_in_creative_inventory = 1}, - stack_max = 1, - - on_place = function(itemstack, placer, pointed_thing) - - local pos = pointed_thing.above - - -- am I clicking on something with existing on_rightclick function? - local under = minetest.get_node(pointed_thing.under) - local def = minetest.registered_nodes[under.name] - if def and def.on_rightclick then - return def.on_rightclick(pointed_thing.under, under, placer, itemstack) - end - - if pos - and within_limits(pos, 0) - and not minetest.is_protected(pos, placer:get_player_name()) then - - if not minetest.registered_entities[mob] then - return - end - - pos.y = pos.y + 1 - - local data = itemstack:get_metadata() - local mob = minetest.add_entity(pos, mob, data) - local ent = mob:get_luaentity() - - -- set owner if not a monster - if ent.type ~= "monster" then - ent.owner = placer:get_player_name() - ent.tamed = true - end - - -- since mob is unique we remove egg once spawned - itemstack:take_item() - end - - return itemstack - end, - }) - - - -- register old stackable mob egg - minetest.register_craftitem(mob, { - - description = desc, - inventory_image = invimg, - groups = grp, - - on_place = function(itemstack, placer, pointed_thing) - - local pos = pointed_thing.above - - -- am I clicking on something with existing on_rightclick function? - local under = minetest.get_node(pointed_thing.under) - local def = minetest.registered_nodes[under.name] - if def and def.on_rightclick then - return def.on_rightclick(pointed_thing.under, under, placer, itemstack) - end - - if pos - and within_limits(pos, 0) - and not minetest.is_protected(pos, placer:get_player_name()) then - - if not minetest.registered_entities[mob] then - return - end - - pos.y = pos.y + 1 - - local mob = minetest.add_entity(pos, mob) - local ent = mob:get_luaentity() - - -- don't set owner if monster or sneak pressed - if ent.type ~= "monster" - and not placer:get_player_control().sneak then - ent.owner = placer:get_player_name() - ent.tamed = true - end - - -- if not in creative then take item - if not mobs.is_creative(placer:get_player_name()) then - itemstack:take_item() - end - end - - return itemstack - end, - }) - -end - - --- capture critter (thanks to blert2112 for idea) -function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) - - if self.child - or not clicker:is_player() - or not clicker:get_inventory() then - return false - end - - -- get name of clicked mob - local mobname = self.name - - -- if not nil change what will be added to inventory - if replacewith then - mobname = replacewith - end - - local name = clicker:get_player_name() - local tool = clicker:get_wielded_item() - - -- are we using hand, net or lasso to pick up mob? - if tool:get_name() ~= "" - and tool:get_name() ~= "mobs:net" - and tool:get_name() ~= "mobs:lasso" then - return false - end - - -- is mob tamed? - if self.tamed == false - and force_take == false then - - minetest.chat_send_player(name, S("Not tamed!")) - - return true -- false - end - - -- cannot pick up if not owner - if self.owner ~= name - and force_take == false then - - minetest.chat_send_player(name, S("@1 is owner!", self.owner)) - - return true -- false - end - - if clicker:get_inventory():room_for_item("main", mobname) then - - -- was mob clicked with hand, net, or lasso? - local chance = 0 - - if tool:get_name() == "" then - chance = chance_hand - - elseif tool:get_name() == "mobs:net" then - - chance = chance_net - - tool:add_wear(4000) -- 17 uses - - clicker:set_wielded_item(tool) - - elseif tool:get_name() == "mobs:lasso" then - - chance = chance_lasso - - tool:add_wear(650) -- 100 uses - - clicker:set_wielded_item(tool) - - end - - -- calculate chance.. add to inventory if successful? - if chance > 0 and random(1, 100) <= chance then - - -- default mob egg - local new_stack = ItemStack(mobname) - - -- add special mob egg with all mob information - -- unless 'replacewith' contains new item to use - if not replacewith then - - new_stack = ItemStack(mobname .. "_set") - - local tmp = {} - - for _,stat in pairs(self) do - local t = type(stat) - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" then - tmp[_] = self[_] - end - end - - local data_str = minetest.serialize(tmp) - - new_stack:set_metadata(data_str) - end - - local inv = clicker:get_inventory() - - if inv:room_for_item("main", new_stack) then - inv:add_item("main", new_stack) - else - minetest.add_item(clicker:get_pos(), new_stack) - end - - self.object:remove() - - mob_sound(self, "default_place_node_hard") - - elseif chance ~= 0 then - minetest.chat_send_player(name, S("Missed!")) - - mob_sound(self, "mobs_swing") - end - end - - return true -end - - --- protect tamed mob with rune item -function mobs:protect(self, clicker) - - local name = clicker:get_player_name() - local tool = clicker:get_wielded_item() - - if tool:get_name() ~= "mobs:protector" then - return false - end - - if self.tamed == false then - minetest.chat_send_player(name, S("Not tamed!")) - return true -- false - end - - if self.protected == true then - minetest.chat_send_player(name, S("Already protected!")) - return true -- false - end - - if not mobs.is_creative(clicker:get_player_name()) then - tool:take_item() -- take 1 protection rune - clicker:set_wielded_item(tool) - end - - self.protected = true - - local pos = self.object:get_pos() - pos.y = pos.y + self.collisionbox[2] + 0.5 - - effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) - - mob_sound(self, "mobs_spell") - - return true -end - - -local mob_obj = {} -local mob_sta = {} - --- feeding, taming and breeding (thanks blert2112) -function mobs:feed_tame(self, clicker, feed_count, breed, tame) - - if not self.follow then - return false - end - - -- can eat/tame with item in hand - if follow_holding(self, clicker) then - - -- if not in creative then take item - if not mobs.is_creative(clicker:get_player_name()) then - - local item = clicker:get_wielded_item() - - item:take_item() - - clicker:set_wielded_item(item) - end - - -- increase health - self.health = self.health + 4 - - if self.health >= self.hp_max then - - self.health = self.hp_max - - if self.htimer < 1 then - - minetest.chat_send_player(clicker:get_player_name(), - S("@1 at full health (@2)", - self.name:split(":")[2], tostring(self.health))) - - self.htimer = 5 - end - end - - self.object:set_hp(self.health) - - update_tag(self) - - -- make children grow quicker - if self.child == true then - - self.hornytimer = self.hornytimer + 20 - - return true - end - - -- feed and tame - self.food = (self.food or 0) + 1 - if self.food >= feed_count then - - self.food = 0 - - if breed and self.hornytimer == 0 then - self.horny = true - end - - self.gotten = false - - if tame then - - if self.tamed == false then - minetest.chat_send_player(clicker:get_player_name(), - S("@1 has been tamed!", - self.name:split(":")[2])) - end - - self.tamed = true - - if not self.owner or self.owner == "" then - self.owner = clicker:get_player_name() - end - end - - -- make sound when fed so many times - mob_sound(self, self.sounds.random) - end - - return true - end - - local item = clicker:get_wielded_item() - - -- if mob has been tamed you can name it with a nametag - if item:get_name() == "mobs:nametag" - and clicker:get_player_name() == self.owner then - - local name = clicker:get_player_name() - - -- store mob and nametag stack in external variables - mob_obj[name] = self - mob_sta[name] = item - - local tag = self.nametag or "" - - minetest.show_formspec(name, "mobs_nametag", "size[8,4]" - .. default.gui_bg - .. default.gui_bg_img - .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]" - .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]") - end - - return false -end - - --- inspired by blockmen's nametag mod -minetest.register_on_player_receive_fields(function(player, formname, fields) - - -- right-clicked with nametag and name entered? - if formname == "mobs_nametag" - and fields.name - and fields.name ~= "" then - - local name = player:get_player_name() - - if not mob_obj[name] - or not mob_obj[name].object then - return - end - - -- make sure nametag is being used to name mob - local item = player:get_wielded_item() - - if item:get_name() ~= "mobs:nametag" then - return - end - - -- limit name entered to 64 characters long - if string.len(fields.name) > 64 then - fields.name = string.sub(fields.name, 1, 64) - end - - -- update nametag - mob_obj[name].nametag = fields.name - - update_tag(mob_obj[name]) - - -- if not in creative then take item - if not mobs.is_creative(name) then - - mob_sta[name]:take_item() - - player:set_wielded_item(mob_sta[name]) - end - - -- reset external variables - mob_obj[name] = nil - mob_sta[name] = nil - end -end) - - --- compatibility function for old entities to new modpack entities -function mobs:alias_mob(old_name, new_name) - - -- spawn egg - minetest.register_alias(old_name, new_name) - - -- entity - minetest.register_entity(":" .. old_name, { - - physical = false, - - on_step = function(self) - - if minetest.registered_entities[new_name] then - minetest.add_entity(self.object:get_pos(), new_name) - end - - self.object:remove() - end - }) -end