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25 Commits

Author SHA1 Message Date
c06d071220 allow players with 'protection_bypass' to rename owned tamed mobs 2021-04-07 10:35:36 +01:00
ccbfe93f12 players with protection_bypass can pick up owned animals from other players 2021-04-06 15:26:36 +01:00
6750d176ee tweak damage and protectors 2021-04-05 08:52:48 +01:00
246b2769f7 add level 2 mob protector 2021-04-04 22:25:40 +01:00
34b06df758 add ability to follow group: items 2021-03-23 17:09:26 +00:00
0f1f3b4fb3 simplify mobs floating in water 2021-03-18 20:23:55 +00:00
774ce6671f add 'ignore_invisibility' setting to mob definition 2021-03-10 08:14:42 +00:00
11e1d52cfb replace minetest 5.0 check 2021-02-06 17:10:50 +00:00
c158e84e28 stop grown child mobs sinking into blocks below 2021-02-03 21:29:26 +00:00
10e4dd92a0 spawner spawns mob in it's own medium (air, water etc.) 2021-01-21 11:10:17 +00:00
10053e05a9 update mod.conf info 2021-01-21 10:18:00 +00:00
425cadeb51 improve mount.lua (changes from lib_mount :) 2021-01-21 09:44:31 +00:00
2d1befacb3 nil check 2021-01-19 20:37:42 +00:00
ad2ccc5895 add a few compatibility groups to mob items 2021-01-14 19:24:40 +00:00
754321541a fix mob spawn height (thanks OgelGames) 2021-01-14 10:28:18 +00:00
622abd1486 hopefully fixed death animation crash when player away 2021-01-08 10:16:33 +00:00
55eb893a9a simple swimming fix to stop floaters 2021-01-07 10:42:10 +00:00
76ee3d0b51 add peaceful player privs and settings (thanks sfence) 2021-01-04 12:28:17 +00:00
00ac9efc8c fix global catch sound (thanks SwissalpS) 2021-01-02 20:31:01 +00:00
bf32a09e5e on_flop and air_damage added 2020-12-06 09:53:02 +00:00
9489ff6965 add option to spin mob when playing death animation 2020-12-06 08:55:17 +00:00
1dfd7e1af1 simplified breeding function, added some settings 2020-12-05 12:06:34 +00:00
4a6518eeba add additional nil backups for set_velocity 2020-12-02 15:14:11 +00:00
a4d2918383 add mob_area_spawn setting 2020-11-30 14:43:49 +00:00
bdea826b7c add additional death checks 2020-11-15 18:23:52 +00:00
10 changed files with 431 additions and 245 deletions

368
api.lua
View File

@ -8,12 +8,12 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20201029",
version = "20210407",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
-- localize math functions
-- localize common functions
local pi = math.pi
local square = math.sqrt
local sin = math.sin
@ -58,12 +58,14 @@ local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = settings:get_bool("mobs_griefing") ~= false
local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = settings:get_bool("remove_far_mobs") ~= false
local mob_area_spawn = settings:get_bool("mob_area_spawn")
local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0
local show_health = settings:get_bool("mob_show_health") ~= false
local max_per_block = tonumber(settings:get("max_objects_per_block") or 99)
local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12)
local active_limit = tonumber(settings:get("mob_active_limit") or 0)
local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1)
local peaceful_player_enabled = settings:get_bool("enable_peaceful_player")
local active_mobs = 0
@ -110,7 +112,9 @@ local mob_class = {
light_damage_min = 14,
light_damage_max = 15,
water_damage = 0,
lava_damage = 0,
lava_damage = 4,
fire_damage = 4,
air_damage = 0,
suffocation = 2,
fall_damage = 1,
fall_speed = -10, -- must be lower than -2 (default: -10)
@ -161,6 +165,7 @@ local mob_class = {
local mob_class_meta = {__index = mob_class}
-- play sound
function mob_class:mob_sound(sound)
@ -248,9 +253,17 @@ local check_for = function(look_for, look_inside)
for _, str in pairs(look_inside) do
if str == look_for then
return true
end
if str:find("group:") then
local group = str:split(":")[2]
if minetest.get_item_group(look_for, group) ~= 0 then
return true
end
end
end
end
@ -276,10 +289,10 @@ function mob_class:set_velocity(v)
c_x, c_y = unpack(self:collision())
end
local yaw = (self.object:get_yaw() or 0) + self.rotate
local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0)
-- nil check for velocity
v = v or 0
v = v or 0.01
-- check if standing in liquid with max viscosity of 7
local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
@ -291,8 +304,8 @@ function mob_class:set_velocity(v)
v = v / (visc + 1)
end
-- set velocity with hard limit of 10
local vel = self.object:get_velocity()
-- set velocity
local vel = self.object:get_velocity() or 0
local new_vel = {
x = (sin(yaw) * -v) + c_x,
@ -536,12 +549,10 @@ local ray_line_of_sight = function(self, pos1, pos2)
return true
end
-- detect if using minetest 5.0 by searching for permafrost node
local is_50 = minetest.registered_nodes["default:permafrost"]
function mob_class:line_of_sight(pos1, pos2, stepsize)
if is_50 then -- only use if minetest 5.0 is detected
if minetest.raycast then -- only use if minetest 5.0 is detected
return ray_line_of_sight(self, pos1, pos2)
end
@ -560,7 +571,7 @@ function mob_class:attempt_flight_correction(override)
-- 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 pos = self.object:get_pos() ; if not pos then return true end
local searchnodes = self.fly_in
if type(searchnodes) == "string" then
@ -569,7 +580,8 @@ function mob_class:attempt_flight_correction(override)
local flyable_nodes = minetest.find_nodes_in_area(
{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
{x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}, searchnodes)
{x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes)
-- pos.y + 0 hopefully fixes floating swimmers
if #flyable_nodes < 1 then
return false
@ -828,6 +840,11 @@ end
-- check if mob is dead or only hurt
function mob_class:check_for_death(cmi_cause)
-- We dead already
if self.state == "die" then
return true
end
-- has health actually changed?
if self.health == self.old_health and self.health > 0 then
return false
@ -877,7 +894,7 @@ function mob_class:check_for_death(cmi_cause)
local pos = self.object:get_pos()
-- execute custom death function
if self.on_die then
if pos and self.on_die then
self:on_die(pos)
@ -897,27 +914,26 @@ function mob_class:check_for_death(cmi_cause)
local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15
local length = max(frames / speed, 0)
local length = max((frames / speed), 0)
local rot = self.animation.die_rotate and 5
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = "die"
self.object:set_properties({
pointable = false, collide_with_objects = false,
automatic_rotate = rot, static_save = false
})
self:set_velocity(0)
self:set_animation("die")
minetest.after(length, function(self)
if use_cmi and self.object:get_luaentity() then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
end, self)
else
if self.object:get_luaentity() then
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
@ -925,8 +941,20 @@ function mob_class:check_for_death(cmi_cause)
remove_mob(self, true)
end
end, self)
return true
elseif pos then -- otherwise remove mod and show particle effect
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
effect(pos, 20, "tnt_smoke.png")
end
return true
end
@ -956,7 +984,12 @@ local is_node_dangerous = function(self, nodename)
end
if self.lava_damage > 0
and minetest.get_item_group(nodename, "igniter") ~= 0 then
and minetest.get_item_group(nodename, "lava") ~= 0 then
return true
end
if self.fire_damage > 0
and minetest.get_item_group(nodename, "fire") ~= 0 then
return true
end
@ -1042,9 +1075,8 @@ function mob_class:do_env_damage()
local nodef = minetest.registered_nodes[self.standing_in]
-- water
if self.water_damage and nodef.groups.water then
if self.water_damage ~= 0 then
if self.water_damage ~= 0
and nodef.groups.water then
self.health = self.health - self.water_damage
@ -1054,12 +1086,10 @@ function mob_class:do_env_damage()
pos = pos, node = self.standing_in}) then
return true
end
end
-- ignition source (fire or lava)
elseif self.lava_damage and nodef.groups.igniter then
if self.lava_damage ~= 0 then
-- lava damage
elseif self.lava_damage ~= 0
and nodef.groups.lava then
self.health = self.health - self.lava_damage
@ -1069,10 +1099,23 @@ function mob_class:do_env_damage()
node = self.standing_in, hot = true}) then
return true
end
-- fire damage
elseif self.fire_damage ~= 0
and nodef.groups.fire then
self.health = self.health - self.fire_damage
effect(pos, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
if self:check_for_death({type = "environment", pos = pos,
node = self.standing_in, hot = true}) then
return true
end
-- damage_per_second node check
elseif nodef.damage_per_second ~= 0 then
-- damage_per_second node check (not fire and lava)
elseif nodef.damage_per_second ~= 0
and nodef.groups.lava == 0 and nodef.groups.fire == 0 then
self.health = self.health - nodef.damage_per_second
@ -1084,6 +1127,19 @@ function mob_class:do_env_damage()
end
end
-- air damage
if self.air_damage ~= 0 and self.standing_in == "air" then
self.health = self.health - self.air_damage
effect(pos, 3, "bubble.png", 1, 1, 1, 0.2)
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- is mob light sensative, or scared of the dark :P
if self.light_damage ~= 0 then
@ -1273,10 +1329,19 @@ local entity_physics = function(pos, radius)
end
-- can mob see player
local is_invisible = function(self, player_name)
if mobs.invis[player_name] and not self.ignore_invisibility then
return true
end
end
-- should mob follow what I'm holding ?
function mob_class:follow_holding(clicker)
if mobs.invis[clicker:get_player_name()] then
if is_invisible(self, clicker:get_player_name()) then
return false
end
@ -1290,16 +1355,20 @@ function mob_class:follow_holding(clicker)
return false
end
-- Thanks Wuzzy for the following editable settings
local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 300
local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
-- find two animals of same type and breed if nearby and horny
function mob_class:breed()
-- child takes 240 seconds before growing into adult
-- child takes a long time before growing into adult
if self.child == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer > 240 then
if self.hornytimer > CHILD_GROW_TIME then
self.child = false
self.hornytimer = 0
@ -1317,25 +1386,29 @@ function mob_class:breed()
self.on_grown(self)
else
-- jump when fully grown so as not to fall into ground
self.object:set_velocity({
x = 0,
y = self.jump_height,
z = 0
})
-- self.object:set_velocity({
-- x = 0,
-- y = self.jump_height,
-- z = 0
-- })
local pos = self.object:get_pos() ; if not pos then return end
local ent = self.object:get_luaentity()
pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4
self.object:set_pos(pos)
end
end
return
end
-- horny animal can mate for 40 seconds,
-- afterwards horny animal cannot mate again for 200 seconds
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true
and self.hornytimer < 240 then
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= 240 then
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
@ -1343,7 +1416,7 @@ function mob_class:breed()
-- find another same animal who is also horny and mate if nearby
if self.horny == true
and self.hornytimer <= 40 then
and self.hornytimer <= HORNY_TIME then
local pos = self.object:get_pos()
@ -1351,7 +1424,6 @@ function mob_class:breed()
"heart.png", 3, 4, 1, 0.1)
local objs = minetest.get_objects_inside_radius(pos, 3)
local num = 0
local ent
for n = 1, #objs do
@ -1380,18 +1452,20 @@ function mob_class:breed()
end
end
if ent
-- found another similar horny animal that isn't self?
if ent and ent.object ~= self.object
and canmate == true
and ent.horny == true
and ent.hornytimer <= 40 then
num = num + 1
end
and ent.hornytimer <= HORNY_TIME then
-- found your mate? then have a baby
if num > 1 then
local pos2 = ent.object:get_pos()
self.hornytimer = 41
ent.hornytimer = 41
-- Have mobs face one another
yaw_to_pos(self, pos2)
yaw_to_pos(ent, self.object:get_pos())
self.hornytimer = HORNY_TIME + 1
ent.hornytimer = HORNY_TIME + 1
-- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then
@ -1420,6 +1494,8 @@ function mob_class:breed()
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
end
pos.y = pos.y + 0.5 -- spawn child a little higher
local mob = minetest.add_entity(pos, self.name)
local ent2 = mob:get_luaentity()
local textures = self.base_texture
@ -1459,8 +1535,6 @@ function mob_class:breed()
ent2.owner = self.owner
end, self, ent)
num = 0
break
end
end
@ -1815,6 +1889,23 @@ function mob_class:smart_mobs(s, p, dist, dtime)
end
-- peaceful player privilege support
local function is_peaceful_player(player)
if peaceful_player_enabled then
local player_name = player:get_player_name()
if player_name
and minetest.check_player_privs(player_name, "peaceful_player") then
return true
end
end
return false
end
-- general attack function for all mobs
function mob_class:general_attack()
@ -1841,7 +1932,7 @@ function mob_class:general_attack()
if not damage_enabled
or self.attack_players == false
or (self.owner and self.type ~= "monster")
or mobs.invis[objs[n]:get_player_name()]
or is_invisible(self, objs[n]:get_player_name())
or (self.specific_attack
and not check_for("player", self.specific_attack)) then
objs[n] = nil
@ -1887,7 +1978,8 @@ function mob_class:general_attack()
-- choose closest player to attack that isnt self
if dist ~= 0
and dist < min_dist
and self:line_of_sight(sp, p, 2) == true then
and self:line_of_sight(sp, p, 2) == true
and not is_peaceful_player(player) then
min_dist = dist
min_player = player
end
@ -1919,7 +2011,7 @@ function mob_class:do_runaway_from()
pname = objs[n]:get_player_name()
if mobs.invis[pname]
if is_invisible(self, pname)
or self.owner == pname then
name = ""
@ -1984,7 +2076,7 @@ function mob_class:follow_flop()
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
and not is_invisible(self, players[n]:get_player_name()) then
self.following = players[n]
@ -2005,10 +2097,11 @@ function mob_class:follow_flop()
self.following = nil
end
else
-- stop following player if not holding specific item
-- stop following player if not holding specific item or mob is horny
if self.following
and self.following:is_player()
and self:follow_holding(self.following) == false then
and (self:follow_holding(self.following) == false
or self.horny) then
self.following = nil
end
@ -2064,6 +2157,15 @@ function mob_class:follow_flop()
if not self:attempt_flight_correction() then
self.state = "flop"
-- do we have a custom on_flop function?
if self.on_flop then
if self:on_flop(self) then
return
end
end
self.object:set_velocity({x = 0, y = -5, z = 0})
self:set_animation("stand")
@ -2272,7 +2374,7 @@ function mob_class:do_states(dtime)
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
and is_invisible(self, self.attack:get_player_name())) then
--print(" ** stop attacking **", dist, self.view_range)
@ -2620,34 +2722,17 @@ function mob_class:falling(pos)
-- sanity check
if not v then return end
local fall_speed = -10 -- gravity
-- don't exceed mob fall speed
if v.y < self.fall_speed then
fall_speed = self.fall_speed
end
local fall_speed = self.fall_speed
-- in water then use liquid viscosity for float/sink speed
if (self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid)
or (self.standing_on
and minetest.registered_nodes[self.standing_in].groups.liquid) then
if self.floats == 1 and self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid then
local visc = min(
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1
if self.floats == 1 then
-- floating up
if visc > 0 then
fall_speed = max(1, v.y) / (visc + 1)
end
else
-- sinking down
if visc > 0 then
fall_speed = -(max(1, v.y) / (visc + 1))
end
end
self.object:set_velocity({x = v.x, y = 0.6, z = v.z})
fall_speed = -1.2 / visc
else
-- fall damage onto solid ground
@ -2704,10 +2789,16 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
return true
end
-- is mob protected?
if self.protected and hitter:is_player()
and minetest.is_protected(self.object:get_pos(),
hitter:get_player_name()) then
-- is mob protected
if self.protected then
-- did player hit mob and if so is it in protected area
if hitter:is_player() then
local player_name = hitter:get_player_name()
if player_name ~= self.owner
and minetest.is_protected(self.object:get_pos(), player_name) then
minetest.chat_send_player(hitter:get_player_name(),
S("Mob has been protected!"))
@ -2715,6 +2806,22 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
return true
end
-- if protection is on level 2 then dont let arrows harm mobs
elseif self.protected == 2 then
local ent = hitter and hitter:get_luaentity()
if ent and ent._is_arrow then
return true -- arrow entity
elseif not ent then
return true -- non entity
end
end
end
local weapon = hitter:get_wielded_item()
local weapon_def = weapon:get_definition() or {}
local punch_interval = 1.4
@ -2924,7 +3031,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
and self.child == false
and self.attack_players == true
and hitter:get_player_name() ~= self.owner
and not mobs.invis[ name ]
and not is_invisible(self, name)
and self.object ~= hitter then
-- attack whoever punched mob
@ -3011,6 +3118,7 @@ function mob_class:mob_staticdata()
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "object"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
@ -3080,8 +3188,7 @@ function mob_class:mob_activate(staticdata, def, dtime)
def.textures = {def.textures}
end
self.base_texture = def.textures and
def.textures[random(#def.textures)]
self.base_texture = def.textures and def.textures[random(#def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
@ -3263,6 +3370,8 @@ function mob_class:on_step(dtime, moveresult)
}}
}]]
if self.state == "die" then return end ----------------
if use_cmi then
cmi.notify_step(self.object, dtime)
end
@ -3462,6 +3571,7 @@ minetest.register_entity(name, setmetatable({
owner = def.owner,
order = def.order,
on_die = def.on_die,
on_flop = def.on_flop,
do_custom = def.do_custom,
jump_height = def.jump_height,
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
@ -3485,6 +3595,8 @@ minetest.register_entity(name, setmetatable({
light_damage_max = def.light_damage_max,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
fire_damage = def.fire_damage,
air_damage = def.air_damage,
suffocation = def.suffocation,
fall_damage = def.fall_damage,
fall_speed = def.fall_speed,
@ -3542,6 +3654,7 @@ minetest.register_entity(name, setmetatable({
pushable = def.pushable,
stay_near = def.stay_near,
randomly_turn = def.randomly_turn ~= false,
ignore_invisibility = def.ignore_invisibility,
on_spawn = def.on_spawn,
@ -3636,9 +3749,6 @@ local can_spawn = function(pos, name)
end
end
-- spawn mob 1/2 node above ground
pos.y = pos.y + 0.5
-- tweak X/Z spawn pos
if width_x % 2 == 0 then
pos.x = pos.x + 0.5
@ -3903,11 +4013,33 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
end
end
local ent = minetest.registered_entities[name]
-- should we check mob area for obstructions ?
if mob_area_spawn ~= true then
-- do we have enough height clearance to spawn mob?
local height = max(0, ent.collisionbox[5] - ent.collisionbox[2])
for n = 0, floor(height) do
local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
--print ("--- inside block", name, node_ok(pos2).name)
return
end
end
else
-- returns position if we have enough space to spawn mob
pos = can_spawn(pos, name)
end
if pos then
-- adjust for mob collision box
pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4
local mob = minetest.add_entity(pos, name)
-- print("[mobs] Spawned " .. name .. " at "
@ -4367,8 +4499,9 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net,
return false
end
-- cannot pick up if not owner
if self.owner ~= name and force_take == false then
-- cannot pick up if not owner (unless player has protection_bypass priv)
if not minetest.check_player_privs(name, "protection_bypass")
and self.owner ~= name and force_take == false then
minetest.chat_send_player(name, S("@1 is owner!", self.owner))
@ -4439,10 +4572,10 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net,
minetest.add_item(clicker:get_pos(), new_stack)
end
remove_mob(self, true)
self:mob_sound("default_place_node_hard")
remove_mob(self, true)
return new_stack
-- when chance above fails or set to 0, miss!
@ -4469,19 +4602,21 @@ function mobs:protect(self, clicker)
local name = clicker:get_player_name()
local tool = clicker:get_wielded_item()
local tool_name = tool:get_name()
if tool:get_name() ~= "mobs:protector" then
if tool_name ~= "mobs:protector"
and tool_name ~= "mobs:protector2" then
return false
end
if self.tamed == false then
if not self.tamed then
minetest.chat_send_player(name, S("Not tamed!"))
return true -- false
return true
end
if self.protected == true then
if self.protected then
minetest.chat_send_player(name, S("Already protected!"))
return true -- false
return true
end
if not mobs.is_creative(clicker:get_player_name()) then
@ -4489,9 +4624,15 @@ function mobs:protect(self, clicker)
clicker:set_wielded_item(tool)
end
-- set protection level
if tool_name == "mobs:protector" then
self.protected = true
else
self.protected = 2 ; self.fire_damage = 0
end
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",
@ -4547,8 +4688,11 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
-- make children grow quicker
if self.child == true then
self.hornytimer = self.hornytimer + 20
-- self.hornytimer = self.hornytimer + 20
-- deduct 10% of the time to adulthood
self.hornytimer = self.hornytimer + (
(CHILD_GROW_TIME - self.hornytimer) * 0.1)
--print ("====", self.hornytimer)
return true
end
@ -4586,12 +4730,12 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
end
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
-- 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()
and (name == self.owner
or minetest.check_player_privs(name, "protection_bypass")) then
-- store mob and nametag stack in external variables
mob_obj[name] = self

25
api.txt
View File

@ -64,8 +64,12 @@ functions needed for the mob to work properly which contains the following:
'fall_damage' when true causes falling to inflict damage.
'water_damage' holds the damage per second infliced to mobs when standing in
water.
'air_damage' holds damage per second inflicted to mob when standing in air.
'lava_damage' holds the damage per second inflicted to mobs when standing
in lava or fire or an ignition source.
in lava.
'fire_damage' holds the damage per second inflicted to mobs when standing
in fire.
'light_damage' holds the damage per second inflicted to mobs when light
level is between the min and max values below
'light_damage_min' minimum light value when mob is affected (default: 14)
@ -75,7 +79,7 @@ functions needed for the mob to work properly which contains the following:
'floats' when set to 1 mob will float in water, 0 has them sink.
'follow' mobs follow player when holding any of the items which appear
on this table, the same items can be fed to a mob to tame or
breed e.g. {"farming:wheat", "default:apple"}
breed e.g. {"farming:wheat", "default:apple", "group:fish"}
'reach' is how far the mob can attack player when standing
nearby, default is 3 nodes.
@ -130,6 +134,8 @@ functions needed for the mob to work properly which contains the following:
e.g. {"player", "mobs_animal:chicken"}.
'runaway_from' contains a table with mob names to run away from, add
"player" to list to runaway from player also.
'ignore_invisibility' When true mob will still be able to see and attack
player even if invisible (invisibility mod only).
'blood_amount' contains the number of blood droplets to appear when
mob is hit.
'blood_texture' has the texture name to use for droplets e.g.
@ -226,6 +232,7 @@ functions needed for the mob to work properly which contains the following:
'die_end'
'die_speed'
'die_loop' when set to false stops the animation looping.
'die_rotate' if true mob spins during death animation.
Using '_loop = false' setting will stop any of the above animations from
looping.
@ -298,6 +305,9 @@ enhance mob functionality and have them do many interesting things:
is returned normal attack function continued.
'on_die' a function that is called when mob is killed (self, pos), also
has access to self.cause_of_death table.
'on_flop' function called when flying or swimmimng mob is no longer in
air/water, (self) paramater and return true to skip the built
in api flop feature.
'do_custom' a custom function that is called every tick while mob is
active and which has access to all of the self.* variables
e.g. (self.health for health or self.standing_in for node
@ -329,6 +339,14 @@ for each mob.
'self.order' set to "follow" or "stand" so that npc will follow owner
or stand it's ground
'self.nametag' contains the name of the mob which it can show above
'self.state' Current mob state.
"stand": no movement (except turning around)
"walk": walk or move around aimlessly
"attack": chase and attack enemy
"runaway": flee from target
"flop": bounce around aimlessly
(for swimming mobs that have stranded)
"die": during death
Adding Mobs in World
@ -697,6 +715,9 @@ External Settings for "minetest.conf"
function.
'mob_nospawn_range' Minimum range a mob can spawn near player (def: 12)
'mob_active_limit' Number of active mobs in game, 0 for unlimited
'mob_area_spawn' When true will check surrounding area the size of the
mob for obstructions before spawning, otherwise it
defaults to checking the height of the mob only.
Players can override the spawn chance for each mob registered by adding a line
to their minetest.conf file with a new value, the lower the value the more each

View File

@ -5,7 +5,7 @@ local S = mobs.intllib
minetest.register_craftitem("mobs:nametag", {
description = S("Name Tag"),
inventory_image = "mobs_nametag.png",
groups = {flammable = 2}
groups = {flammable = 2, nametag = 1}
})
if minetest.get_modpath("dye") and minetest.get_modpath("farming") then
@ -20,7 +20,7 @@ end
minetest.register_craftitem("mobs:leather", {
description = S("Leather"),
inventory_image = "mobs_leather.png",
groups = {flammable = 2}
groups = {flammable = 2, leather = 1}
})
-- raw meat
@ -115,11 +115,27 @@ minetest.register_craft({
}
})
-- level 2 protection rune
minetest.register_craftitem("mobs:protector2", {
description = S("Mob Protection Rune (Level 2)"),
inventory_image = "mobs_protector2.png",
groups = {flammable = 2}
})
minetest.register_craft({
output = "mobs:protector2",
recipe = {
{"mobs:protector", "default:mese_crystal", "mobs:protector"},
{"default:mese_crystal", "default:diamondblock", "default:mese_crystal"},
{"mobs:protector", "default:mese_crystal", "mobs:protector"}
}
})
-- saddle
minetest.register_craftitem("mobs:saddle", {
description = S("Saddle"),
inventory_image = "mobs_saddle.png",
groups = {flammable = 2}
groups = {flammable = 2, saddle = 1}
})
minetest.register_craft({

View File

@ -1,6 +1,12 @@
local path = minetest.get_modpath("mobs")
-- Peaceful player privilege
minetest.register_privilege("peaceful_player", {
description = "Prevents Mobs Redo mobs from attacking player",
give_to_singleplayer = false
})
-- Mob API
dofile(path .. "/api.lua")

View File

@ -1 +1,4 @@
name = mobs
depends = default
optional_depends = tnt, dye, farming, invisibility, intllib, lucky_block, cmi, toolranks
description = Adds a mob api for mods to add animals or monsters etc.

191
mount.lua
View File

@ -1,9 +1,7 @@
-- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
local abs, cos, floor, sin, sqrt, pi =
math.abs, math.cos, math.floor, math.sin, math.sqrt, math.pi
------------------------------------------------------------------------------
--
@ -11,7 +9,6 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
--
local node_ok = function(pos, fallback)
fallback = fallback or mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
@ -25,7 +22,6 @@ end
local function node_is(pos)
local node = node_ok(pos)
if node.name == "air" then
@ -49,33 +45,30 @@ end
local function get_sign(i)
i = i or 0
if i == 0 then
return 0
else
return i / math.abs(i)
return i / abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
local x = -sin(yaw) * v
local z = cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x * v.x + v.z * v.z)
return sqrt(v.x * v.x + v.z * v.z)
end
local function force_detach(player)
local attached_to = player:get_attach()
if not attached_to then
@ -86,21 +79,19 @@ local function force_detach(player)
if entity and entity.driver
and entity.driver == player then
entity.driver = nil
end
player:set_detach()
default.player_attached[player:get_player_name()] = false
player_api.player_attached[player:get_player_name()] = false
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
default.player_set_animation(player, "stand" , 30)
player_api.set_animation(player, "stand", 30)
player:set_properties({visual_size = {x = 1, y = 1}})
end
-------------------------------------------------------------------------------
minetest.register_on_leaveplayer(function(player)
force_detach(player)
end)
@ -119,10 +110,37 @@ end)
-------------------------------------------------------------------------------
-- Just for correct detaching
local function find_free_pos(pos)
local check = {
{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
{x = -1, y = 0, z = 0},
{x = -1, y = 1, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 1, z = 1},
{x = 0, y = 0, z = -1},
{x = 0, y = 1, z = -1}
}
for _, c in pairs(check) do
local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z}
local node = minetest.get_node_or_nil(npos)
if node and node.name then
local def = minetest.registered_nodes[node.name]
if def and not def.walkable and
def.liquidtype == "none" then
return npos
end
end
end
return pos
end
-------------------------------------------------------------------------------
function mobs.attach(entity, player)
local attach_at, eye_offset = {}, {}
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
@ -131,17 +149,17 @@ function mobs.attach(entity, player)
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi / 2
rot_view = pi / 2
end
attach_at = entity.driver_attach_at
eye_offset = entity.driver_eye_offset
local attach_at = entity.driver_attach_at
local eye_offset = entity.driver_eye_offset
entity.driver = player
force_detach(player)
player:set_attach(entity.object, "", attach_at, entity.player_rotation)
default.player_attached[player:get_player_name()] = true
player_api.player_attached[player:get_player_name()] = true
player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
player:set_properties({
@ -151,46 +169,36 @@ function mobs.attach(entity, player)
}
})
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
if player then
default.player_set_animation(player, "sit" , 30)
minetest.after(0.2, function()
if player and player:is_player() then
player_api.set_animation(player, "sit", 30)
end
end, player:get_player_name())
end)
player:set_look_horizontal(entity.object:get_yaw() - rot_view)
end
function mobs.detach(player, offset)
function mobs.detach(player)
force_detach(player)
default.player_set_animation(player, "stand" , 30)
local pos = player:get_pos()
pos = {
x = pos.x + offset.x,
y = pos.y + 0.2 + offset.y,
z = pos.z + offset.z
}
minetest.after(0.1, function(name, pos)
local player = minetest.get_player_by_name(name)
if player then
minetest.after(0.1, function()
if player and player:is_player() then
local pos = find_free_pos(player:get_pos())
pos.y = pos.y + 0.5
player:set_pos(pos)
end
end, player:get_player_name(), pos)
end)
end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local yaw = entity.object:get_yaw() or 0
local rot_steer, rot_view = math.pi/2, 0
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi/2
rot_view = pi / 2
end
local acce_y = 0
@ -200,19 +208,14 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- process controls
if entity.driver then
--print ("---velo", get_v(velo))
local ctrl = entity.driver:get_player_control()
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10
-- move backwards
elseif ctrl.down then
if entity.max_speed_reverse == 0 and entity.v == 0 then
return
end
@ -220,12 +223,24 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
entity.v = entity.v - entity.accel / 10
end
-- fix mob rotation
local horz = entity.driver:get_look_horizontal() or 0
-- mob rotation
local horz
if entity.alt_turn == true then
horz = yaw
if ctrl.left then
horz = horz + 0.05
elseif ctrl.right then
horz = horz - 0.05
end
else
horz = entity.driver:get_look_horizontal() or 0
end
entity.object:set_yaw(horz - entity.rotate)
if can_fly then
-- fly up
if ctrl.jump then
velo.y = velo.y + 1
@ -245,9 +260,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
velo.y = velo.y + 0.1
if velo.y > 0 then velo.y = 0 end
end
else
-- jump
if ctrl.jump then
@ -261,7 +274,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
mobs:set_animation(entity, stand_anim)
end
@ -280,7 +292,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
@ -293,14 +304,15 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
max_spd = entity.max_speed_forward
end
if math.abs(entity.v) > max_spd then
if abs(entity.v) > max_spd then
entity.v = entity.v - get_sign(entity.v)
end
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
local new_velo
local new_acce = {x = 0, y = -9.8, z = 0}
if not p then return end
local new_acce = {x = 0, y = -9.81, z = 0}
p.y = p.y - 0.5
@ -308,23 +320,18 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local v = entity.v
if ni == "air" then
if can_fly == true then
new_acce.y = 0
end
elseif ni == "liquid" or ni == "lava" then
if ni == "lava" and entity.lava_damage ~= 0 then
entity.lava_counter = (entity.lava_counter or 0) + dtime
if entity.lava_counter > 1 then
minetest.sound_play("default_punch", {
object = entity.object,
max_hear_distance = 5
}, true)
})
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
@ -335,14 +342,12 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
end
if entity.terrain_type == 2
or entity.terrain_type == 3 then
local terrain_type = entity.terrain_type
if terrain_type == 2 or terrain_type == 3 then
new_acce.y = 0
p.y = p.y + 1
if node_is(p) == "liquid" then
if velo.y >= 5 then
velo.y = 5
elseif velo.y < 0 then
@ -351,9 +356,11 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
new_acce.y = 5
end
else
if math.abs(velo.y) < 1 then
if abs(velo.y) < 1 then
local pos = entity.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
if not pos then return end
pos.y = floor(pos.y) + 0.5
entity.object:set_pos(pos)
velo.y = 0
end
@ -363,46 +370,22 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
end
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
local new_velo = get_velocity(v, yaw - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
entity.object:set_velocity(new_velo)
entity.object:set_acceleration(new_acce)
-- CRASH!
if enable_crash then
local intensity = entity.v2 - v
if intensity >= crash_threshold then
--print("----------- crash", intensity)
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = intensity}
}, nil)
end
end
entity.v2 = v
end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
function mobs.fly(entity, _, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local dir = entity.driver:get_look_dir()
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
local rot_steer, rot_view = math.pi / 2, 0
if entity.player_rotation.y == 90 then
rot_steer, rot_view = 0, math.pi / 2
end
if ctrl.up then
entity.object:set_velocity({
@ -422,11 +405,10 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
entity.object:set_velocity({x = 0, y = -2, z = 0})
end
entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
entity.object:set_yaw(yaw + pi + pi / 2 - entity.rotate)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:get_pos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
@ -438,8 +420,8 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
local yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + math.pi / 2)
yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + pi / 2)
obj:set_velocity(vec)
else
obj:remove()
@ -448,7 +430,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
mobs:set_animation(entity, stand_anim)
else
-- moving animation

View File

@ -23,6 +23,8 @@ Lucky Blocks: 9
Changelog:
- 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence)
- 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks, on_flop added, air_damage added.
- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded.
- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game,
(default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs

View File

@ -33,3 +33,9 @@ mob_nospawn_range (Mob no-spawn range) float 12.0
# Sets maximum number of active mobs in game (0 for unlimited)
mob_active_limit (Mob Active Limit) float 0
# Enables area check when spawning mobs
mob_area_spawn (Mob Area Spawn) bool false
# Enable peaceful player attack prevention
enable_peaceful_player (Mobs do not attack peaceful player without reason) bool false

View File

@ -23,9 +23,9 @@ minetest.register_node("mobs:spawner", {
-- text entry formspec
meta:set_string("formspec",
"size[9,3.5]"
"size[10,3.5]"
.. "label[0.15,0.5;" .. minetest.formspec_escape(head) .. "]"
.. "field[1,2.5;7.5,0.8;text;" .. S("Command:")
.. "field[1,2.5;8.5,0.8;text;" .. S("Command:")
.. ";${command}]")
meta:set_string("infotext", S("Spawner Not Active (enter settings)"))
@ -162,10 +162,17 @@ minetest.register_abm({
end
end
-- set medium mob usually spawns in (defaults to air)
local reg = minetest.registered_entities[mob].fly_in
if not reg or type(reg) == "string" then
reg = {(reg or "air")}
end
-- find air blocks within 5 nodes of spawner
local air = minetest.find_nodes_in_area(
{x = pos.x - 5, y = pos.y + yof, z = pos.z - 5},
{x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, {"air"})
{x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, reg)
-- spawn in random air block
if air and #air > 0 then

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