-- Mobs Api (22nd November 2016) mobs = {} mobs.mod = "redo" -- Intllib local S if minetest.get_modpath("intllib") then S = intllib.Getter() else S = function(s, a, ...) if a == nil then return s end a = {a, ...} return s:gsub("(@?)@(%(?)(%d+)(%)?)", function(e, o, n, c) if e == "" then return a[tonumber(n)] .. (o == "" and c or "") else return "@" .. o .. n .. c end end) end end mobs.intllib = S -- Invisibility mod check mobs.invis = {} if rawget(_G, "invisibility") then mobs.invis = invisibility end -- Load settings local damage_enabled = minetest.setting_getbool("enable_damage") local peaceful_only = minetest.setting_getbool("only_peaceful_mobs") local disable_blood = minetest.setting_getbool("mobs_disable_blood") local creative = minetest.setting_getbool("creative_mode") local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1 local remove_far = minetest.setting_getbool("remove_far_mobs") local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0 -- 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 -- localize 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 x ~= x then --error("atan bassed NaN") --print ("atan based NaN") return 0 else return atann(x) end end do_attack = function(self, player) if self.state ~= "attack" then if random(0,100) < 90 and self.sounds.war_cry then minetest.sound_play(self.sounds.war_cry, { object = self.object, max_hear_distance = self.sounds.distance }) end self.state = "attack" self.attack = player end end set_velocity = function(self, v) local yaw = self.object:getyaw() + self.rotate or 0 self.object:setvelocity({ x = sin(yaw) * -v, y = self.object:getvelocity().y, z = cos(yaw) * v }) end get_velocity = function(self) local v = self.object:getvelocity() return (v.x * v.x + v.z * v.z) ^ 0.5 end set_animation = function(self, type) if not self.animation then return end self.animation.current = self.animation.current or "" self.animation.speed_normal = self.animation.speed_normal or 15 if type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end then self.object:set_animation({ x = self.animation.stand_start, y = self.animation.stand_end}, (self.animation.speed_stand or self.animation.speed_normal), 0) self.animation.current = "stand" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end then self.object:set_animation({ x = self.animation.walk_start, y = self.animation.walk_end}, (self.animation.speed_walk or self.animation.speed_normal), 0) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end then self.object:set_animation({ x = self.animation.run_start, y = self.animation.run_end}, (self.animation.speed_run or self.animation.speed_normal), 0) self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end then self.object:set_animation({ x = self.animation.punch_start, y = self.animation.punch_end}, (self.animation.speed_punch or self.animation.speed_normal), 0) self.animation.current = "punch" end elseif type == "punch2" and self.animation.current ~= "punch2" then if self.animation.punch2_start and self.animation.punch2_end then self.object:set_animation({ x = self.animation.punch2_start, y = self.animation.punch2_end}, (self.animation.speed_punch2 or self.animation.speed_normal), 0) self.animation.current = "punch2" end elseif type == "shoot" and self.animation.current ~= "shoot" then if self.animation.shoot_start and self.animation.shoot_end then self.object:set_animation({ x = self.animation.shoot_start, y = self.animation.shoot_end}, (self.animation.speed_shoot or self.animation.speed_normal), 0) self.animation.current = "shoot" end end end -- check line of sight for walkers and swimmers alike function line_of_sight_water(self, pos1, pos2, stepsize) local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- swimming mobs can see you through water if s == false and self.fly and self.fly_in == "default:water_source" then local nod = minetest.get_node(pos_w).name if nod == "default:water_source" or nod == "default:water_flowing" then return true end -- just incase we have a special node for flying/swimming mobs elseif s == false and self.fly and self.fly_in then local nod = minetest.get_node(pos_w).name if nod == self.fly_in then return true end end return false end -- particle effects function effect(pos, amount, texture, min_size, max_size, radius, gravity) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 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, }) end -- update nametag colour function update_tag(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 -- check if mob is dead or only hurt function check_for_death(self) -- has health actually changed? if self.health == self.old_health then return end self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then if self.sounds.damage then minetest.sound_play(self.sounds.damage, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance }) end -- 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 self.htimer = 2 self.nametag = "health: " .. self.health .. " of " .. self.hp_max update_tag(self) return false end -- drop items when dead local obj local pos = self.object:getpos() for n = 1, #self.drops do if random(1, self.drops[n].chance) == 1 then obj = minetest.add_item(pos, ItemStack(self.drops[n].name .. " " .. random(self.drops[n].min, self.drops[n].max))) if obj then obj:setvelocity({ x = random(-10, 10) / 9, y = 5, z = random(-10, 10) / 9, }) end end end -- play death sound if self.sounds.death then minetest.sound_play(self.sounds.death, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance }) end -- execute custom death function if self.on_die then self.on_die(self, pos) self.object:remove() return true end -- default death function self.object:remove() effect(pos, 20, "tnt_smoke.png") return true end -- check if within physical map limits (-30911 to 30927) function within_limits(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 function is_at_cliff(self) if self.fear_height == 0 then -- 0 for no falling protection! return false end local yaw = self.object:getyaw() local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:getpos() 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 function node_ok(pos, fallback) fallback = fallback or "default:dirt" local node = minetest.get_node_or_nil(pos) if not node then return minetest.registered_nodes[fallback] end if minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- environmental damage (water, lava, fire, light) 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:getpos() 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 -- daylight above ground 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") end -- what is mob standing in? pos.y = pos.y + self.collisionbox[2] + 0.1 -- foot level self.standing_in = node_ok(pos, "air").name --print ("standing in " .. self.standing_in) if self.water_damage ~= 0 or self.lava_damage ~= 0 then local nodef = minetest.registered_nodes[self.standing_in] pos.y = pos.y + 1 -- water if self.water_damage ~= 0 and nodef.groups.water then self.health = self.health - self.water_damage effect(pos, 5, "bubble.png") end -- lava or fire if self.lava_damage ~= 0 and (nodef.groups.lava or self.standing_in == "fire:basic_flame" or self.standing_in == "fire:permanent_flame") then self.health = self.health - self.lava_damage effect(pos, 5, "fire_basic_flame.png") end end check_for_death(self) end -- jump if facing a solid node (not fences or gates) do_jump = function(self) if self.fly or self.child then return end local pos = self.object:getpos() -- 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 end -- where is front local yaw = self.object:getyaw() 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 == "default:snow" then return end --print ("in front:", nod.name, pos.y + 0.5) if (minetest.registered_items[nod.name].walkable and not nod.name:find("fence") and not nod.name:find("gate")) or self.walk_chance == 0 then local v = self.object:getvelocity() v.y = self.jump_height + 1 self.object:setvelocity(v) if self.sounds.jump then minetest.sound_play(self.sounds.jump, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance }) end end end -- this is a faster way to 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 -- blast damage to entities nearby (modified from TNT mod) function entity_physics(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]:getpos() 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() if objs[n]:is_player() then objs[n]:set_hp(objs[n]:get_hp() - damage) else --if ent.health then objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) end end end -- should mob follow what I'm holding ? function follow_holding(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 function breed(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, }) -- jump when fully grown so not to fall into ground self.object:setvelocity({ x = 0, y = self.jump_height, z = 0 }) 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 close enough if self.horny == true and self.hornytimer <= 40 then local pos = self.object:getpos() 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() local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture if self.child_texture then textures = self.child_texture[1] end 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, }, }) ent2.child = true ent2.tamed = true ent2.owner = self.owner end) num = 0 break end end end end -- find and replace what mob is looking for (grass, wheat etc.) function replace(self, pos) if self.replace_rate and self.child == false and random(1, self.replace_rate) == 1 then local pos = self.object:getpos() pos.y = pos.y + self.replace_offset -- print ("replace node = ".. minetest.get_node(pos).name, pos.y) if self.replace_what and self.replace_with and self.object:getvelocity().y == 0 and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then minetest.set_node(pos, {name = self.replace_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 function day_docile(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 -- path finding and smart mob routine by rnd function smart_mobs(self, s, p, dist, dtime) local s1 = self.path.lastpos -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 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} -- im stuck, search for path if (self.path.stuck_timer > stuck_timeout and not self.path.following) or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then self.path.stuck_timer = 0 -- 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:getpos() p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch") -- attempt to unstick mob that is "daydreaming" self.object:setpos({ x = s.x + 0.1 * (random() * 2 - 1), y = s.y + 1, z = s.z + 0.1 * (random() * 2 - 1) }) 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 then -- add block and remove one block above so -- there is room to jump if needed if s.y < p1.y then if not minetest.is_protected(s, "") then minetest.set_node(s, {name = "default:dirt"}) 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 if not minetest.is_protected(s, "") then local node1 = minetest.get_node(s).name if node1 ~= "air" and node1 ~= "ignore" 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:getyaw() + 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 = minetest.get_node(p1).name if node1 ~= "air" and node1 ~= "ignore" then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 node1 = minetest.get_node(p1).name if node1 ~= "air" and node1 ~= "ignore" 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 :( if self.sounds.random then minetest.sound_play(self.sounds.random, { object = self.object, max_hear_distance = self.sounds.distance }) end else -- yay i found path if self.sounds.attack then set_velocity(self, self.walk_velocity) minetest.sound_play(self.sounds.attack, { object = self.object, max_hear_distance = self.sounds.distance }) end -- 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 -- is 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 self.state == "attack" or day_docile(self) then return end local s = self.object:getpos() 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 s = self.object:getpos() p = player:getpos() 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) if dist < self.view_range then -- field of view check goes here -- choose closest player to attack if line_of_sight_water(self, sp, p, 2) == true and dist < min_dist then min_dist = dist min_player = player end 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 s = self.object:getpos() local min_dist = self.view_range + 1 local obj, min_player = nil, nil 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:getpos() dist = get_distance(p, s) if dist < min_dist then min_dist = dist min_player = obj.object end end end if min_player then do_attack(self, min_player) 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:getpos() local players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:getpos(), 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:getpos() local p if self.following:is_player() then p = self.following:getpos() elseif self.following.object then p = self.following.object:getpos() 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, y = p.y - s.y, 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 self.object:setyaw(yaw) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then if (self.jump and get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then do_jump(self) end 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 -- water swimmers flop when on land if self.fly and self.fly_in == "default:water_source" and self.standing_in ~= self.fly_in then self.state = "flop" self.object:setvelocity({x = 0, y = -5, z = 0}) set_animation(self, "stand") return 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_count > self.dogshoot_count_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 = 0 if self.state == "stand" then if random(1, 4) == 1 then local lp = nil local s = self.object:getpos() if self.type == "npc" then local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:getpos() break end end end -- look at any players nearby, otherwise turn randomly if lp then local vec = { x = lp.x - s.x, y = lp.y - s.y, 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 = (random(0, 360) - 180) / 180 * pi end self.object:setyaw(yaw) 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 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") end end elseif self.state == "walk" then local s = self.object:getpos() 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 something then avoid if lp then local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate if lp.x > s.x then yaw = yaw + pi end self.object:setyaw(yaw) -- otherwise randomly turn elseif random(1, 100) <= 30 then local yaw = (random(0, 360) - 180) / 180 * pi self.object:setyaw(yaw) end -- stand for great fall in front local temp_is_cliff = is_at_cliff(self) -- jump when walking comes to a halt if temp_is_cliff == false and self.jump and get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then do_jump(self) end if 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) set_animation(self, "walk") 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 -- jump when walking comes to a halt if self.jump and get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then do_jump(self) end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- calculate distance from mob and enemy local s = self.object:getpos() local p = self.attack:getpos() or s local dist = get_distance(p, s) -- stop attacking if player or out of range if dist > self.view_range or not self.attack or not self.attack:getpos() 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 return end if self.attack_type == "explode" then 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 self.object:setyaw(yaw) if dist > self.reach then if not self.v_start then self.v_start = true set_velocity(self, self.run_velocity) self.timer = 0 self.blinktimer = 0 else self.timer = 0 self.blinktimer = 0 if get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then do_jump(self) end set_velocity(self, self.run_velocity) end set_animation(self, "run") else set_velocity(self, 0) set_animation(self, "punch") 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 if self.timer > 3 then local pos = self.object:getpos() local radius = self.explosion_radius or 1 -- hurt player/mobs caught in blast area entity_physics(pos, radius) -- 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 if self.sounds.explode then minetest.sound_play(self.sounds.explode, { object = self.object, gain = 1.0, max_hear_distance = 16 }) end self.object:remove() effect(pos, 15, "tnt_smoke.png") return end pos.y = pos.y - 1 mobs:explosion(pos, radius, 0, 1, self.sounds.explode) self.object:remove() 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 nod = node_ok(s) 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 nod.name == self.fly_in 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, 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 self.object:setyaw(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 -- jump attack if (self.jump and get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then do_jump(self) 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 set_animation(self, "run") 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 + 1.5 s2.y = s2.y + 1.5 if line_of_sight_water(self, p2, s2) == true then -- play attack sound if self.sounds.attack then minetest.sound_play(self.sounds.attack, { object = self.object, max_hear_distance = self.sounds.distance }) end -- punch player 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 self.object:setyaw(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 if self.sounds.shoot_attack then minetest.sound_play(self.sounds.shoot_attack, { object = self.object, max_hear_distance = self.sounds.distance }) end local p = self.object:getpos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 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 -- 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() -- going up then apply gravity if v.y > 0.1 then self.object:setacceleration({ x = 0, y = self.fall_speed, z = 0 }) end -- in water then float up if minetest.registered_nodes[node_ok(pos).name].groups.liquid then if self.floats == 1 then self.object:setacceleration({ x = 0, y = -self.fall_speed / (max(1, v.y) ^ 2), z = 0 }) end else -- fall downwards self.object:setacceleration({ x = 0, y = self.fall_speed, z = 0 }) -- fall damage if self.fall_damage == 1 and self.object:getvelocity().y == 0 then local d = self.old_y - self.object:getpos().y if d > 5 then self.health = self.health - floor(d - 5) effect(pos, 5, "tnt_smoke.png") if check_for_death(self) then return end end self.old_y = self.object:getpos().y end end end local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- error checking when mod profiling is enabled if not tool_capabilities then print (S("[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:getpos(), hitter:get_player_name()) then minetest.chat_send_player(hitter:get_player_name(), "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 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 -- 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 end end -- healing if damage <= -1 then self.health = self.health - floor(damage) return end -- print ("Mob Damage is", damage) -- 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 = hitter, max_hear_distance = 8 }) else minetest.sound_play("default_punch", { object = hitter, max_hear_distance = 5 }) end -- blood_particles if self.blood_amount > 0 and not disable_blood then local pos = self.object:getpos() pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 effect(pos, self.blood_amount, self.blood_texture) end -- do damage self.health = self.health - floor(damage) -- exit here if dead if check_for_death(self) then return end --[[ add healthy afterglow when hit (can cause hit lag with larger textures) core.after(0.1, function() 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 > 0 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} self.object:setvelocity({ x = dir.x * kb, y = up, z = dir.z * kb }) self.pause_timer = r end end -- END if damage -- if skittish then run away if self.runaway == true then local lp = hitter:getpos() local s = self.object:getpos() 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 self.object:setyaw(yaw) self.state = "runaway" self.runaway_timer = 0 self.following = nil end -- 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[ hitter:get_player_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:getpos(), self.view_range) local obj = nil for n = 1, #objs do obj = objs[n]:get_luaentity() if obj then if obj.group_attack == true and obj.state ~= "attack" then do_attack(obj, hitter) end end end end end local mob_activate = function(self, staticdata, dtime_s, def) -- remove monsters in peaceful mode, or when no data if (self.type == "monster" and peaceful_only) or not staticdata 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 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 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 -- 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 } end if self.health == 0 then self.health = random (self.hp_min, self.hp_max) end -- rnd: 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 -- end init self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) self.old_y = self.object:getpos().y self.old_health = self.health self.object:setyaw((random(0, 360) - 180) / 180 * pi) self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.visual_size = vis_size self.standing_in = "" -- set anything changed above self.object:set_properties(self) update_tag(self) end local mob_step = function(self, dtime) local pos = self.object:getpos() local yaw = self.object:getyaw() or 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") self.object:remove() return end end falling(self, pos) -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime if self.pause_timer < 1 then self.pause_timer = 0 end 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 -- node replace check (cow eats grass etc.) replace(self, pos) -- mob plays random sound at times if self.sounds.random and random(1, 100) == 1 then minetest.sound_play(self.sounds.random, { object = self.object, max_hear_distance = self.sounds.distance }) 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 do_env_damage(self) end monster_attack(self) npc_attack(self) breed(self) follow_flop(self) do_states(self, dtime) 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 function function mobs:register_mob(name, def) mobs.spawning_mobs[name] = true minetest.register_entity(name, { stepheight = def.stepheight or 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 6, jump_chance = def.jump_chance or 0, 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, 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(1, (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, 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 or true, walk_chance = def.walk_chance or 50, attacks_monsters = def.attacks_monsters or false, group_attack = def.group_attack or false, --fov = def.fov or 120, passive = def.passive or false, recovery_time = def.recovery_time or 0.5, knock_back = def.knock_back or 3, 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, 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, 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, attack_animals = def.attack_animals or false, specific_attack = def.specific_attack, on_blast = def.on_blast or do_tnt, on_step = mob_step, on_punch = mob_punch, on_activate = function(self, staticdata, dtime_s) mob_activate(self, staticdata, dtime_s, def) end, get_staticdata = function(self) -- remove mob when out of range unless tamed if remove_far and self.remove_ok and not self.tamed 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 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 -- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) 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 = 0 local objs = minetest.get_objects_inside_radius(pos, 32) for n = 1, #objs do if not objs[n]:is_player() then local obj = objs[n]:get_luaentity() if obj and obj.name and obj.name == type then num = num + 1 end end end return num end -- global functions 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.setting_get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then print(S("[Mobs Redo] @1 has spawning disabled", name)) return end print (S("[Mobs Redo] Chance setting for @1 changed to @2", name, chance) .. " (total: " .. aoc .. ")") end minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = chance, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) -- is mob actually registered? if not mobs.spawning_mobs[name] then --print ("--- mob doesn't exist", name) return end -- do not spawn if too many of same mob in area if active_object_count_wider >= aoc and count_mobs(pos, name) >= aoc then --print ("--- too many entities", name, aoc) return end -- if toggle set to nil then ignore day/night check if day_toggle ~= nil then local tod = (minetest.get_timeofday() or 0) * 24000 if tod > 4500 and tod < 19500 then -- daylight, but mob wants night if day_toggle == false then --print ("--- mob needs night", name) return end else -- night time but mob wants day if day_toggle == true then --print ("--- mob needs day", name) return end end end -- spawn above node pos.y = pos.y + 1 -- only spawn away from player local objs = minetest.get_objects_inside_radius(pos, 10) for n = 1, #objs do if objs[n]:is_player() then --print ("--- player too close", name) return end end -- mobs cannot spawn in protected areas when enabled if spawn_protected == 1 and minetest.is_protected(pos, "") then --print ("--- inside protected area", name) return end -- are light levels ok? local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light then --print ("--- light limits not met", name, light) return end -- are we spawning within height limits? if pos.y > max_height or pos.y < min_height then --print ("--- height limits not met", name, pos.y) return end -- are we spawning inside solid nodes? if minetest.registered_nodes[node_ok(pos).name].walkable == true then --print ("--- feet in block", name, node_ok(pos).name) return end pos.y = pos.y + 1 if minetest.registered_nodes[node_ok(pos).name].walkable == true then --print ("--- head in block", name, node_ok(pos).name) return end -- spawn mob half block higher than ground pos.y = pos.y - 0.5 local mob = minetest.add_entity(pos, name) if mob and mob:get_luaentity() then -- print ("[mobs] Spawned " .. name .. " at " -- .. minetest.pos_to_string(pos) .. " on " -- .. node.name .. " near " .. neighbors[1]) if on_spawn and not on_spawn(mob, pos) then return end else print (S("[mobs] @1 failed to spawn at @2", name, minetest.pos_to_string(pos))) end end }) 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) local name = def.name local nodes = def.nodes or {"group:soil", "group:stone"} local neighbors = def.neighbors or {"air"} local min_light = def.min_light or 0 local max_light = def.max_light or 15 local interval = def.interval or 30 local chance = def.chance or 5000 local active_object_count = def.active_object_count or 1 local min_height = def.min_height or -31000 local max_height = def.max_height or 31000 local day_toggle = def.day_toggle local on_spawn = def.on_spawn mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) end -- set content id's local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_obsidian = minetest.get_content_id("default:obsidian") local c_brick = minetest.get_content_id("default:obsidianbrick") local c_chest = minetest.get_content_id("default:chest_locked") local c_fire = minetest.get_content_id("fire:basic_flame") -- explosion (cannot break protected or unbreakable nodes) function mobs:explosion(pos, radius, fire, smoke, sound) radius = radius or 0 fire = fire or 0 smoke = smoke or 0 -- if area protected or near map limits then no blast damage if minetest.is_protected(pos, "") or not within_limits(pos, radius) then return end -- explosion sound if sound and sound ~= "" then minetest.sound_play(sound, { pos = pos, gain = 1.0, max_hear_distance = 16 }) end pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?! local vm = VoxelManip() local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius)) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local p = {} local pr = PseudoRandom(os.time()) for z = -radius, radius do for y = -radius, radius do local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z) for x = -radius, radius do p.x = pos.x + x p.y = pos.y + y p.z = pos.z + z if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius) and data[vi] ~= c_air and data[vi] ~= c_ignore and data[vi] ~= c_obsidian and data[vi] ~= c_brick and data[vi] ~= c_chest and data[vi] ~= c_fire then local n = node_ok(p).name local on_blast = minetest.registered_nodes[n].on_blast if on_blast then return on_blast(p) elseif minetest.registered_nodes[n].groups.unbreakable == 1 then -- do nothing else -- after effects if fire > 0 and (minetest.registered_nodes[n].groups.flammable or random(1, 100) <= 30) then minetest.set_node(p, {name = "fire:basic_flame"}) else minetest.set_node(p, {name = "air"}) if smoke > 0 then effect(p, 2, "tnt_smoke.png") end end end end vi = vi + 1 end end end 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, on_step = def.on_step or function(self, dtime) self.timer = self.timer + 1 local pos = self.object:getpos() 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 effect(pos, 1, def.tail_texture, def.tail_size or 5, def.tail_size or 10, 0, 0) -- 0 radius and 0 gravity to just hover --[[ minetest.add_particlespawner({ amount = 1, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = 0, y = 0, z = 0}, maxvel = {x = 0, y = 0, z = 0}, minacc = {x = 0, y = 0, z = 0}, maxacc = {x = 0, y = 0, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = def.tail_size or 5, maxsize = def.tail_size or 10, texture = def.tail_texture, })]] end if self.hit_node then local node = node_ok(pos).name if minetest.registered_nodes[node].walkable then --if node ~= "air" 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() and player:get_luaentity().name or "" if self.hit_mob and tostring(player) ~= self.owner_id and entity ~= self.object:get_luaentity().name and entity ~= "__builtin:item" and entity ~= "__builtin:falling_node" and entity ~= "gauges:hp_bar" and entity ~= "signs:text" and entity ~= "itemframes:item" then self.hit_mob(self, player) self.object:remove() ; --print ("hit mob") return end end end self.lastpos = pos end }) end -- Spawn Egg function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {} -- 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 minetest.register_craftitem(mob, { description = desc, inventory_image = invimg, groups = grp, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then pos.y = pos.y + 1 local mob = minetest.add_entity(pos, mob) local ent = mob:get_luaentity() if not ent then mob:remove() return end if ent.type ~= "monster" then -- set owner and tame if not monster ent.owner = placer:get_player_name() ent.tamed = true end -- if not in creative then take item if not creative 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 not self.child and clicker:is_player() and clicker:get_inventory() then -- 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() -- is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) return 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 end if clicker:get_inventory():room_for_item("main", mobname) then -- was mob clicked with hand, net, or lasso? local tool = clicker:get_wielded_item() local chance = 0 if tool:is_empty() 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:magic_lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- return if no chance if chance == 0 then return end -- calculate chance.. add to inventory if successful? if random(1, 100) <= chance then clicker:get_inventory():add_item("main", mobname) self.object:remove() else minetest.chat_send_player(name, S("Missed!")) end end end end -- protect tamed mob with rune iten function mobs:protect(self, clicker) local name = clicker:get_player_name() if self.tamed == false then minetest.chat_send_player(name, S("Not tamed!")) return false end local tool = clicker:get_wielded_item() if tool:get_name() == "mobs:protector" then tool:take_item() -- take 1 protection rune clicker:set_wielded_item(tool) self.protected = true minetest.chat_send_player(name, S("Protected!")) return true end return false 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 creative 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 if self.sounds.random then minetest.sound_play(self.sounds.random, { object = self.object, max_hear_distance = self.sounds.distance }) end 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;" .. S("Enter name:") .. ";" .. tag .. "]" .. "button_exit[2.5,3.5;3,1;mob_rename;" .. 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 -- update nametag mob_obj[name].nametag = fields.name update_tag(mob_obj[name]) -- if not in creative then take item if not creative 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) local pos = self.object:getpos() minetest.add_entity(pos, new_name) self.object:remove() end }) end