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9f46182bb4
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9f46182bb4 | |||
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2d014a75c4 | |||
db3831dccf | |||
29b2204f7c | |||
7fbfd9d59c |
28
api.lua
28
api.lua
@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20210614",
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version = "20210722",
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {}
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}
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@ -56,6 +56,7 @@ local disable_blood = settings:get_bool("mobs_disable_blood")
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local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false
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local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false
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local remove_far = settings:get_bool("remove_far_mobs") ~= false
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local mob_area_spawn = settings:get_bool("mob_area_spawn")
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local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0
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@ -82,7 +83,7 @@ local aoc_range = tonumber(settings:get("active_block_range")) * 16
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-- pathfinding settings
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before stuck mod starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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local stuck_path_timeout = 5 -- how long will mob follow path before giving up
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-- default nodes
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local node_fire = "fire:basic_flame"
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@ -273,7 +274,9 @@ function mob_class:set_velocity(v)
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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local vel = self.object:get_velocity() or {y = 0}
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self.object:set_velocity({x = 0, y = vel.y, z = 0})
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return
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end
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@ -1651,6 +1654,8 @@ local can_dig_drop = function(pos)
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return false
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end
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local pathfinder_mod = minetest.get_modpath("pathfinder")
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-- path finding and smart mob routine by rnd,
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-- line_of_sight and other edits by Elkien3
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function mob_class:smart_mobs(s, p, dist, dtime)
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@ -1779,13 +1784,18 @@ function mob_class:smart_mobs(s, p, dist, dtime)
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jumpheight = 1
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end
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self.path.way = minetest.find_path(s, p1, 16, jumpheight,
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dropheight, "Dijkstra")
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if pathfinder_mod then
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self.path.way = pathfinder.find_path(s, p1, self, dtime)
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else
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self.path.way = minetest.find_path(s, p1, 16, jumpheight,
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dropheight, "Dijkstra")
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end
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--[[
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-- show path using particles
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if self.path.way and #self.path.way > 0 then
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print("-- path length:" .. tonumber(#self.path.way))
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for _,pos in pairs(self.path.way) do
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minetest.add_particle({
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pos = pos,
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@ -3956,8 +3966,10 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
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return
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end
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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-- check if mob can spawn inside protected areas
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if (spawn_protected == false
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or (spawn_monster_protected == false
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and minetest.registered_entities[name].type == "monster"))
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and minetest.is_protected(pos, "") then
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--print("--- inside protected area", name)
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return
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2
api.txt
2
api.txt
@ -699,6 +699,8 @@ External Settings for "minetest.conf"
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is false)
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'mobs_spawn_protected' if set to false then mobs will not spawn in protected
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areas (default is true)
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'mobs_spawn_monster_protected' if set to false then monsters will not spawn in
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protected areas (default is true)
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'remove_far_mobs' if true then untamed mobs that are outside players
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visual range will be removed (default is true)
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'mobname' can change specific mob chance rate (0 to disable) and
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10
crafts.lua
10
crafts.lua
@ -10,7 +10,6 @@ minetest.register_craftitem("mobs:nametag", {
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if minetest.get_modpath("dye") and minetest.get_modpath("farming") then
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minetest.register_craft({
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-- type = "shapeless",
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output = "mobs:nametag",
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recipe = {{"default:paper", "dye:black", "farming:string"}}
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})
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@ -149,7 +148,7 @@ minetest.register_craft({
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-- make sure we can register fences
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if default.register_fence then
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if minetest.get_modpath("default") and default.register_fence then
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-- mob fence (looks like normal fence but collision is 2 high)
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default.register_fence("mobs:fence_wood", {
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@ -165,6 +164,7 @@ default.register_fence("mobs:fence_wood", {
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}
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}
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})
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end
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-- mob fence top (has enlarged collisionbox to stop mobs getting over)
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minetest.register_node("mobs:fence_top", {
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@ -197,8 +197,6 @@ minetest.register_craft({
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}
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})
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end
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-- items that can be used as fuel
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minetest.register_craft({
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@ -361,9 +359,9 @@ minetest.register_node("mobs:meatblock", {
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tiles = {"mobs_meat_top.png", "mobs_meat_bottom.png", "mobs_meat_side.png"},
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paramtype2 = "facedir",
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groups = {choppy = 1, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = default.node_sound_leaves_defaults(),
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sounds = default and default.node_sound_leaves_defaults(),
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on_place = minetest.rotate_node,
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on_use = minetest.item_eat(20),
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on_use = minetest.item_eat(20)
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})
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minetest.register_craft({
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@ -1,4 +1,4 @@
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default
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default?
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tnt?
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dye?
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farming?
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@ -7,3 +7,4 @@ intllib?
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lucky_block?
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cmi?
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toolranks?
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pathfinder?
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4
mod.conf
4
mod.conf
@ -1,4 +1,4 @@
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name = mobs
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depends = default
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optional_depends = tnt, dye, farming, invisibility, intllib, lucky_block, cmi, toolranks
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depends =
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optional_depends = default, tnt, dye, farming, invisibility, intllib, lucky_block, cmi, toolranks, pathfinder
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description = Adds a mob api for mods to add animals or monsters etc.
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@ -23,7 +23,7 @@ Lucky Blocks: 9
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Changelog:
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- 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence)
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- 1.55 - Add 'peaceful_player' privelage and setting so mobs don't attack specific players (thanks sfence), add support for MarkBu's pathfinder mod, remove need for default mod
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- 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks, on_flop added, air_damage added.
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- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded.
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- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game,
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@ -13,6 +13,9 @@ mobs_griefing (Griefing Mobs) bool true
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# If false then Mobs no longer spawn inside player protected areas
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mobs_spawn_protected (Spawn Mobs in protected areas) bool true
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# If false then Monsters no longer spawn inside player protected areas
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mobs_spawn_monster_protected (Spawn Monsters in protected areas) bool true
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# If true Mobs will be removed once a map chunk is out of view
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remove_far_mobs (Remove far Mobs) bool true
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