-- Intllib and CMI support check local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP .. "/intllib.lua") local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", version = "20181005", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {}, } -- creative check local creative_cache = minetest.settings:get_bool("creative_mode") function mobs.is_creative(name) return creative_cache or minetest.check_player_privs(name, {creative = true}) end -- localize math functions local pi = math.pi local square = math.sqrt local sin = math.sin local cos = math.cos local abs = math.abs local min = math.min local max = math.max local atann = math.atan local random = math.random local floor = math.floor local atan = function(x) if not x or x ~= x then --error("atan bassed NaN") return 0 else return atann(x) end end -- Load settings local damage_enabled = minetest.settings:get_bool("enable_damage") local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local creative = minetest.settings:get_bool("creative_mode") local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 local show_health = minetest.settings:get_bool("mob_show_health") ~= false local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) -- Peaceful mode message so players will know there are no monsters if peaceful_only then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("** Peaceful Mode Active - No Monsters Will Spawn")) end) end -- calculate aoc range for mob count local aoc_range = tonumber(minetest.settings:get("active_block_range")) * 16 -- pathfinding settings local enable_pathfinding = true local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching local stuck_path_timeout = 10 -- how long will mob follow path before giving up -- default nodes local node_fire = "fire:basic_flame" local node_permanent_flame = "fire:permanent_flame" local node_ice = "default:ice" local node_snowblock = "default:snowblock" local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" -- play sound local mob_sound = function(self, sound) if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance }) end end -- attack player/mob local do_attack = function(self, player) if self.state == "attack" then return end self.attack = player self.state = "attack" if random(0, 100) < 90 then mob_sound(self, self.sounds.war_cry) end end -- 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 -- collision function based on jordan4ibanez' open_ai mod local collision = function(self) local pos = self.object:get_pos() local vel = self.object:get_velocity() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do if object:is_player() or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} x = x + vec.x z = z + vec.z end end return({x, z}) end -- move mob in facing direction local set_velocity = function(self, v) local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_y = unpack(collision(self)) end -- halt mob if it has been ordered to stay if self.order == "stand" then self.object:set_velocity({x = 0, y = 0, z = 0}) return end local yaw = (self.object:get_yaw() or 0) + self.rotate self.object:set_velocity({ x = (sin(yaw) * -v) + c_x, y = self.object:get_velocity().y, z = (cos(yaw) * v) + c_y, }) end -- calculate mob velocity local get_velocity = function(self) local v = self.object:get_velocity() return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw local set_yaw = function(self, yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end delay = delay or 0 if delay == 0 then self.object:set_yaw(yaw) return yaw end self.target_yaw = yaw self.delay = delay return self.target_yaw end -- global function to set mob yaw function mobs:yaw(self, yaw, delay) set_yaw(self, yaw, delay) end -- set defined animation local set_animation = function(self, anim) if not self.animation or not anim then return end self.animation.current = self.animation.current or "" -- only set different animation for attacks when setting to same set if anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end -- check for more than one animation local num = 0 for n = 1, 4 do if self.animation[anim .. n .. "_start"] and self.animation[anim .. n .. "_end"] then num = n end end -- choose random animation from set if num > 0 then num = random(0, num) anim = anim .. (num ~= 0 and num or "") end if anim == self.animation.current or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"] then return end self.animation.current = anim self.object:set_animation({ x = self.animation[anim .. "_start"], y = self.animation[anim .. "_end"]}, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end -- above function exported for mount.lua function mobs:set_animation(self, anim) set_animation(self, anim) end -- check line of sight (by BrunoMine, tweaked by Astrobe) local line_of_sight = function(self, pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 local stepv = vector.multiply(vector.direction(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'normal' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do -- or minetest.registered_nodes[nn].drawtype == "nodebox") do npos1 = vector.add(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- global function function mobs:line_of_sight(self, pos1, pos2, stepsize) return line_of_sight(self, pos1, pos2, stepsize) end -- are we flying in what we are suppose to? (taikedz) local flight_check = function(self, pos_w) local def = minetest.registered_nodes[self.standing_in] if not def then return false end -- nil check if type(self.fly_in) == "string" and self.standing_in == self.fly_in then return true elseif type(self.fly_in) == "table" then for _,fly_in in pairs(self.fly_in) do if self.standing_in == fly_in then return true end end end -- stops mobs getting stuck inside stairs and plantlike nodes if def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then return true end return false end -- custom particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 glow = glow or 0 minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = -radius, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow, }) end -- update nametag colour local update_tag = function(self) local col = "#00FF00" local qua = self.hp_max / 4 if self.health <= floor(qua * 3) then col = "#FFFF00" end if self.health <= floor(qua * 2) then col = "#FF6600" end if self.health <= floor(qua) then col = "#FF0000" end self.object:set_properties({ nametag = self.nametag, nametag_color = col }) end -- drop items local item_drop = function(self) -- check for nil or no drops if not self.drops or #self.drops == 0 then return end -- no drops if disabled by setting if not mobs_drop_items then return end -- no drops for child mobs if self.child then return end -- was mob killed by player? local death_by_player = self.cause_of_death and self.cause_of_death.puncher and self.cause_of_death.puncher:is_player() or nil local obj, item, num local pos = self.object:get_pos() for n = 1, #self.drops do if random(1, self.drops[n].chance) == 1 then num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name -- cook items on a hot death if self.cause_of_death.hot then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- only drop rare items (drops.min=0) if killed by player if death_by_player then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) elseif self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = random(-10, 10) / 9, y = 6, z = random(-10, 10) / 9, }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- check if mob is dead or only hurt local check_for_death = function(self, cmi_cause) -- has health actually changed? if self.health == self.old_health and self.health > 0 then return end self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then mob_sound(self, self.sounds.damage) -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- backup nametag so we can show health stats if not self.nametag2 then self.nametag2 = self.nametag or "" end if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max update_tag(self) end return false end self.cause_of_death = cmi_cause -- drop items item_drop(self) mob_sound(self, self.sounds.death) local pos = self.object:get_pos() -- execute custom death function if self.on_die then self.on_die(self, pos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end self.object:remove() return true end -- default death function and die animation (if defined) if self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 local length = max(frames / speed, 0) self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" set_velocity(self, 0) set_animation(self, "die") minetest.after(length, function(self) if use_cmi and self.object:get_luaentity() then cmi.notify_die(self.object, cmi_cause) end self.object:remove() end, self) else if use_cmi then cmi.notify_die(self.object, cmi_cause) end self.object:remove() end effect(pos, 20, "tnt_smoke.png") return true end -- is mob facing a cliff local is_at_cliff = function(self) if self.fear_height == 0 then -- 0 for no falling protection! return false end local yaw = self.object:get_yaw() local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor if minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z} , 1) then return true end return false end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- environmental damage (water, lava, fire, light etc.) local do_env_damage = function(self) -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then self.htimer = self.htimer - 1 end -- reset nametag after showing health stats if self.htimer < 1 and self.nametag2 then self.nametag = self.nametag2 self.nametag2 = nil update_tag(self) end local pos = self.object:get_pos() self.time_of_day = minetest.get_timeofday() -- remove mob if standing inside ignore node if self.standing_in == "ignore" then self.object:remove() return end -- is mob light sensative, or scared of the dark :P if self.light_damage ~= 0 then local light = minetest.get_node_light(pos) or 0 if light >= self.light_damage_min and light <= self.light_damage_max then self.health = self.health - self.light_damage effect(pos, 5, "tnt_smoke.png") if check_for_death(self, {type = "light"}) then return end end end local nodef = minetest.registered_nodes[self.standing_in] pos.y = pos.y + 1 -- for particle effect position -- water if self.water_damage and nodef.groups.water then if self.water_damage ~= 0 then self.health = self.health - self.water_damage effect(pos, 5, "bubble.png", nil, nil, 1, nil) if check_for_death(self, {type = "environment", pos = pos, node = self.standing_in}) then return end end -- lava or fire or ignition source elseif self.lava_damage and nodef.groups.igniter then -- and (nodef.groups.lava -- or self.standing_in == node_fire -- or self.standing_in == node_permanent_flame) then if self.lava_damage ~= 0 then self.health = self.health - self.lava_damage effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) if check_for_death(self, {type = "environment", pos = pos, node = self.standing_in, hot = true}) then return end end -- damage_per_second node check elseif nodef.damage_per_second ~= 0 then self.health = self.health - nodef.damage_per_second effect(pos, 5, "tnt_smoke.png") if check_for_death(self, {type = "environment", pos = pos, node = self.standing_in}) then return end end --[[ --- suffocation inside solid node if self.suffocation ~= 0 and nodef.walkable == true and nodef.groups.disable_suffocation ~= 1 and nodef.drawtype == "normal" then self.health = self.health - self.suffocation if check_for_death(self, {type = "environment", pos = pos, node = self.standing_in}) then return end end ]] check_for_death(self, {type = "unknown"}) end -- jump if facing a solid node (not fences or gates) local do_jump = function(self) if not self.jump or self.jump_height == 0 or self.fly or self.child or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and get_velocity(self) > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- what is mob standing on? pos.y = pos.y + self.collisionbox[2] - 0.2 local nod = node_ok(pos) --print ("standing on:", nod.name, pos.y) if minetest.registered_nodes[nod.name].walkable == false then return false end -- where is front local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) -- what is in front of mob? local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z }) -- thin blocks that do not need to be jumped if nod.name == node_snow then return false end --print ("in front:", nod.name, pos.y + 0.5) if self.walk_chance == 0 or minetest.registered_items[nod.name].walkable then if not nod.name:find("fence") and not nod.name:find("gate") then local v = self.object:get_velocity() v.y = self.jump_height set_animation(self, "jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after(0.3, function(self, v) if self.object:get_luaentity() then self.object:set_acceleration({ x = v.x * 2,--1.5, y = 0, z = v.z * 2,--1.5 }) end end, self, v) if get_velocity(self) > 0 then mob_sound(self, self.sounds.jump) end else self.facing_fence = true end return true end return false end -- blast damage to entities nearby (modified from TNT mod) local entity_physics = function(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do obj_pos = objs[n]:get_pos() dist = get_distance(pos, obj_pos) if dist < 1 then dist = 1 end local damage = floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end -- should mob follow what I'm holding ? local follow_holding = function(self, clicker) if mobs.invis[clicker:get_player_name()] then return false end local item = clicker:get_wielded_item() local t = type(self.follow) -- single item if t == "string" and item:get_name() == self.follow then return true -- multiple items elseif t == "table" then for no = 1, #self.follow do if self.follow[no] == item:get_name() then return true end end end return false end -- find two animals of same type and breed if nearby and horny local breed = function(self) -- child takes 240 seconds before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 if self.hornytimer > 240 then self.child = false self.hornytimer = 0 self.object:set_properties({ textures = self.base_texture, mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, selectionbox = self.base_selbox, }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else -- jump when fully grown so as not to fall into ground self.object:set_velocity({ x = 0, y = self.jump_height, z = 0 }) end end return end -- horny animal can mate for 40 seconds, -- afterwards horny animal cannot mate again for 200 seconds if self.horny == true and self.hornytimer < 240 then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= 240 then self.hornytimer = 0 self.horny = false end end -- find another same animal who is also horny and mate if nearby if self.horny == true and self.hornytimer <= 40 then local pos = self.object:get_pos() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius(pos, 3) local num = 0 local ent = nil for n = 1, #objs do ent = objs[n]:get_luaentity() -- check for same animal with different colour local canmate = false if ent then if ent.name == self.name then canmate = true else local entname = string.split(ent.name,":") local selfname = string.split(self.name,":") if entname[1] == selfname[1] then entname = string.split(entname[2],"_") selfname = string.split(selfname[2],"_") if entname[1] == selfname[1] then canmate = true end end end end if ent and canmate == true and ent.horny == true and ent.hornytimer <= 40 then num = num + 1 end -- found your mate? then have a baby if num > 1 then self.hornytimer = 41 ent.hornytimer = 41 -- spawn baby minetest.after(5, function(self, ent) if not self.object:get_luaentity() then return end -- custom breed function if self.on_breed then -- when false skip going any further if self.on_breed(self, ent) == false then return end else effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) end local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture -- using specific child texture (if found) if self.child_texture then textures = self.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = self.base_size.x * .5, y = self.base_size.y * .5, }, collisionbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5, }, selectionbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5, }, }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner end, self, ent) num = 0 break end end end end -- find and replace what mob is looking for (grass, wheat etc.) local replace = function(self, pos) if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 or random(1, self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset if #minetest.find_nodes_in_area(pos, pos, what) > 0 then -- print ("replace node = ".. minetest.get_node(pos).name, pos.y) local oldnode = {name = what} local newnode = {name = with} local on_replace_return if self.on_replace then on_replace_return = self.on_replace(self, pos, oldnode, newnode) end if on_replace_return ~= false then minetest.set_node(pos, {name = with}) -- when cow/sheep eats grass, replace wool and milk if self.gotten == true then self.gotten = false self.object:set_properties(self) end end end end -- check if daytime and also if mob is docile during daylight hours local day_docile = function(self) if self.docile_by_day == false then return false elseif self.docile_by_day == true and self.time_of_day > 0.2 and self.time_of_day < 0.8 then return true end end local los_switcher = false local height_switcher = false -- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 local smart_mobs = function(self, s, p, dist, dtime) local s1 = self.path.lastpos local target_pos = self.attack:get_pos() -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 end self.path.lastpos = {x = s.x, y = s.y, z = s.z} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {x = s.x, y = (s.y) + .5, z = s.z}, {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) -- im stuck, search for path if not has_lineofsight then if los_switcher == true then use_pathfind = true los_switcher = false end -- cannot see target! else if los_switcher == false then los_switcher = true use_pathfind = false minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end -- can see target! end if (self.path.stuck_timer > stuck_timeout and not self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if abs(vector.subtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true height_switcher = false end else if not height_switcher then use_pathfind = false height_switcher = true end end if use_pathfind then -- lets try find a path, first take care of positions -- since pathfinder is very sensitive local sheight = self.collisionbox[5] - self.collisionbox[2] -- round position to center of node to avoid stuck in walls -- also adjust height for player models! s.x = floor(s.x + 0.5) -- s.y = floor(s.y + 0.5) - sheight s.z = floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground if not ssight then s.y = sground.y + 1 end local p1 = self.attack:get_pos() p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) local dropheight = 6 if self.fear_height ~= 0 then dropheight = self.fear_height end self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra") --[[ -- show path using particles if self.path.way and #self.path.way > 0 then print ("-- path length:" .. tonumber(#self.path.way)) for _,pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 1, size = 4, collisiondetection = false, vertical = false, texture = "heart.png", }) end end ]] self.state = "" do_attack(self, self.attack) -- no path found, try something else if not self.path.way then self.path.following = false -- lets make way by digging/building if not accessible if self.pathfinding == 2 and mobs_griefing then -- is player higher than mob? if s.y < p1.y then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes[self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mobs.fallback_node}) end end local sheight = math.ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight -- remove one block above to make room to jump if not minetest.is_protected(s, "") then local node1 = node_ok(s, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.set_node(s, {name = "air"}) minetest.add_item(s, ItemStack(node1)) end end s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + pi / 2 local p1 = { x = s.x + cos(yaw1), y = s.y, z = s.z + sin(yaw1) } if not minetest.is_protected(p1, "") then local node1 = node_ok(p1, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 node1 = node_ok(p1, "air").name ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end end end end -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 -- frustration! cant find the damn path :( mob_sound(self, self.sounds.random) else -- yay i found path mob_sound(self, self.sounds.war_cry) set_velocity(self, self.walk_velocity) -- follow path now that it has it self.path.following = true end end end -- specific attacks local specific_attack = function(list, what) -- no list so attack default (player, animals etc.) if list == nil then return true end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- general attack function for all mobs ========== local general_attack = function(self) -- return if already attacking, passive or docile during day if self.passive or self.state == "attack" or day_docile(self) then return end local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, self.view_range) -- remove entities we aren't interested in for n = 1, #objs do local ent = objs[n]:get_luaentity() -- are we a player? if objs[n]:is_player() then -- if player invisible or mob not setup to attack then remove from list if self.attack_players == false or (self.owner and self.type ~= "monster") or mobs.invis[objs[n]:get_player_name()] or not specific_attack(self.specific_attack, "player") then objs[n] = nil --print("- pla", n) end -- or are we a mob? elseif ent and ent._cmi_is_mob then -- remove mobs not to attack if self.name == ent.name or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") or not specific_attack(self.specific_attack, ent.name) then objs[n] = nil --print("- mob", n, self.name, ent.name) end -- remove all other entities else --print(" -obj", n) objs[n] = nil end end local p, sp, dist, min_player local min_dist = self.view_range + 1 -- go through remaining entities and select closest for _,player in pairs(objs) do p = player:get_pos() sp = s dist = get_distance(p, s) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 -- choose closest player to attack that isnt self if dist ~= 0 and dist < min_dist and line_of_sight(self, sp, p, 2) == true then min_dist = dist min_player = player end end -- attack closest player or mob if min_player and random(1, 100) > self.attack_chance then do_attack(self, min_player) end end -- specific runaway local specific_runaway = function(list, what) -- no list so do not run if list == nil then return false end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- find someone to runaway from local runaway_from = function(self) if not self.runaway_from then return end local s = self.object:get_pos() local p, sp, dist, pname local player, obj, min_player, 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 pname = objs[n]:get_player_name() if mobs.invis[pname] or self.owner == pname then name = "" else player = objs[n] name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and specific_runaway(self.runaway_from, name) then p = player:get_pos() sp = s -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 dist = get_distance(p, s) -- choose closest player/mob to runaway from if dist < min_dist and line_of_sight(self, sp, p, 2) == true then min_dist = dist min_player = player end end end if min_player then local lp = player:get_pos() local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw, 4) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item, if fish outta water then flop local follow_flop = function(self) -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.state ~= "runaway" then local s = self.object:get_pos() local players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:get_pos(), s) < self.view_range and not mobs.invis[ players[n]:get_player_name() ] then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.owner ~= "" then -- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item if self.following and self.following:is_player() and follow_holding(self, self.following) == false then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() end if p then local dist = get_distance(p, s) -- dont follow if out of range if dist > self.view_range then self.following = nil else local vec = { x = p.x - s.x, z = p.z - s.z } local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw, 6) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then set_velocity(self, self.walk_velocity) if self.walk_chance ~= 0 then set_animation(self, "walk") end else set_velocity(self, 0) set_animation(self, "stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then local s = self.object:get_pos() if not flight_check(self, s) then self.state = "flop" self.object:set_velocity({x = 0, y = -5, z = 0}) set_animation(self, "stand") return elseif self.state == "flop" then self.state = "stand" end end end -- dogshoot attack switch and counter function local dogswitch = function(self, dtime) -- switch mode not activated if not self.dogshoot_switch or not dtime then return 0 end self.dogshoot_count = self.dogshoot_count + dtime if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max) or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 if self.dogshoot_switch == 1 then self.dogshoot_switch = 2 else self.dogshoot_switch = 1 end end return self.dogshoot_switch end -- execute current state (stand, walk, run, attacks) local do_states = function(self, dtime) local yaw = self.object:get_yaw() or 0 if self.state == "stand" then if random(1, 4) == 1 then local lp = nil local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly if lp then local vec = { x = lp.x - s.x, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + pi end else yaw = yaw + random(-0.5, 0.5) end yaw = set_yaw(self, yaw, 8) end set_velocity(self, 0) set_animation(self, "stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true and random(1, 100) <= self.walk_chance and is_at_cliff(self) == false then set_velocity(self, self.walk_velocity) self.state = "walk" set_animation(self, "walk") end elseif self.state == "walk" then local s = self.object:get_pos() local lp = nil -- is there something I need to avoid? if self.water_damage > 0 and self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) elseif self.water_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:lava"}) end if lp then -- if mob in water or lava then look for land if (self.lava_damage and minetest.registered_nodes[self.standing_in].groups.lava) or (self.water_damage and minetest.registered_nodes[self.standing_in].groups.water) then lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", "group:sand", node_ice, node_snowblock}) -- did we find land? if lp then local vec = { x = lp.x - s.x, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + pi end -- look towards land and jump/move in that direction yaw = set_yaw(self, yaw, 6) do_jump(self) set_velocity(self, self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) end else local vec = { x = lp.x - s.x, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + pi end end yaw = set_yaw(self, yaw, 8) -- otherwise randomly turn elseif random(1, 100) <= 30 then yaw = yaw + random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end -- stand for great fall in front local temp_is_cliff = is_at_cliff(self) if self.facing_fence == true or temp_is_cliff or random(1, 100) <= 30 then set_velocity(self, 0) self.state = "stand" set_animation(self, "stand") else set_velocity(self, self.walk_velocity) if flight_check(self) and self.animation and self.animation.fly_start and self.animation.fly_end then set_animation(self, "fly") else set_animation(self, "walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or is_at_cliff(self) or self.order == "stand" then self.runaway_timer = 0 set_velocity(self, 0) self.state = "stand" set_animation(self, "stand") else set_velocity(self, self.run_velocity) set_animation(self, "walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- calculate distance from mob and enemy local s = self.object:get_pos() local p = self.attack:get_pos() or s local dist = get_distance(p, s) -- stop attacking if player invisible or out of range if dist > self.view_range or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then -- print(" ** stop attacking **", dist, self.view_range) self.state = "stand" set_velocity(self, 0) set_animation(self, "stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end if self.attack_type == "explode" then local vec = { x = p.x - s.x, z = p.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and line_of_sight(self, s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 mob_sound(self, self.sounds.fuse) -- print ("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist > self.reach or not line_of_sight(self, s, p, 2)) then self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self.object:settexturemod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then set_velocity(self, 0) else set_velocity(self, self.run_velocity) end if self.animation and self.animation.run_start then set_animation(self, "run") else set_animation(self, "walk") end if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then self.blinktimer = 0 if self.blinkstatus then self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end -- print ("=== explosion timer", self.timer) if self.timer > self.explosion_timer then local pos = self.object:get_pos() -- dont damage anything if area protected or next to water if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then node_break_radius = 1 end self.object:remove() if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, sound = self.sounds.explode, }) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }) entity_physics(pos, entity_damage_radius) effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) end return end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = floor(p1.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if flight_check(self, s) then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -0.01, z = v.z }) end end end -- rnd: new movement direction if self.path.following and self.path.way and self.attack_type ~= "dogshoot" then -- no paths longer than 50 if #self.path.way > 50 or dist < self.reach then self.path.following = false return end local p1 = self.path.way[1] if not p1 then self.path.following = false return end if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table.remove(self.path.way, 1) end -- set new temporary target p = {x = p1.x, y = p1.y, z = p1.z} end local vec = { x = p.x - s.x, z = p.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw) -- move towards enemy if beyond mob reach if dist > self.reach then -- path finding by rnd if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then smart_mobs(self, s, p, dist, dtime) end if is_at_cliff(self) then set_velocity(self, 0) set_animation(self, "stand") else if self.path.stuck then set_velocity(self, self.walk_velocity) else set_velocity(self, self.run_velocity) end if self.animation and self.animation.run_start then set_animation(self, "run") else set_animation(self, "walk") end end else -- rnd: if inside reach range self.path.stuck = false self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore set_velocity(self, 0) if not self.custom_attack then if self.timer > 1 then self.timer = 0 -- if self.double_melee_attack -- and random(1, 2) == 1 then -- set_animation(self, "punch2") -- else set_animation(self, "punch") -- end local p2 = p local s2 = s p2.y = p2.y + .5 s2.y = s2.y + .5 if line_of_sight(self, p2, s2) == true then -- play attack sound mob_sound(self, self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = self.damage} }, nil) end end else -- call custom attack every second if self.custom_attack and self.timer > 1 then self.timer = 0 self.custom_attack(self, p) end end end elseif self.attack_type == "shoot" or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1) or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then p.y = p.y - .5 s.y = s.y + .5 local dist = get_distance(p, s) local vec = { x = p.x - s.x, y = p.y - s.y, z = p.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw) set_velocity(self, 0) if self.shoot_interval and self.timer > self.shoot_interval and random(1, 100) <= 60 then self.timer = 0 set_animation(self, "shoot") -- play shoot attack sound mob_sound(self, self.sounds.shoot_attack) local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if minetest.registered_entities[self.arrow] then local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 local v = ent.velocity or 1 -- or set to default ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- offset makes shoot aim accurate vec.y = vec.y + self.shoot_offset vec.x = vec.x * (v / amount) vec.y = vec.y * (v / amount) vec.z = vec.z * (v / amount) obj:set_velocity(vec) end end end end end -- falling and fall damage local falling = function(self, pos) if self.fly then return end -- floating in water (or falling) local v = self.object:get_velocity() if v.y > 0 then -- apply gravity when moving up self.object:set_acceleration({ x = 0, y = -10, z = 0 }) elseif v.y <= 0 and v.y > self.fall_speed then -- fall downwards at set speed self.object:set_acceleration({ x = 0, y = self.fall_speed, z = 0 }) else -- stop accelerating once max fall speed hit self.object:set_acceleration({x = 0, y = 0, z = 0}) end -- in water then float up if self.standing_in and minetest.registered_nodes[self.standing_in].groups.water then if self.floats == 1 then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2 z = 0 }) end else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then self.health = self.health - floor(d - 5) effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) if check_for_death(self, {type = "fall"}) then return end end self.old_y = self.object:get_pos().y end end end -- is Took Ranks mod active? local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- mob health check if self.health <= 0 then return end -- custom punch function if self.do_punch and self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then return end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return end -- is mob protected? if self.protected and hitter:is_player() and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) return end local weapon = hitter:get_wielded_item() local weapon_def = weapon:get_definition() or {} local punch_interval = 1.4 -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp -- quick error check incase it ends up 0 (serialize.h check test) if tflp == 0 then tflp = 0.2 end if use_cmi then damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) else for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 break -- if "all" then no tool does damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end -- healing if damage <= -1 then self.health = self.health - floor(damage) return end -- print ("Mob Damage is", damage) if use_cmi and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then return end -- add weapon wear punch_interval = tool_capabilities.full_punch_interval or 1.4 -- toolrank support local wear = floor((punch_interval / 75) * 9000) if mobs.is_creative(hitter:get_player_name()) then if tr then wear = 1 else wear = 0 end end if tr then if weapon_def.original_description then weapon:add_wear(toolranks.new_afteruse(weapon, hitter, nil, {wear = wear})) end else weapon:add_wear(wear) end hitter:set_wielded_item(weapon) -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then -- weapon sounds if weapon_def.sounds then local s = random(0, #weapon_def.sounds) minetest.sound_play(weapon_def.sounds[s], { object = self.object, max_hear_distance = 8 }) else minetest.sound_play("default_punch", { object = self.object, max_hear_distance = 5 }) end -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then local blood = self.blood_texture[random(1, #self.blood_texture)] effect(pos, self.blood_amount, blood, nil, nil, 1, nil) else effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) end end -- do damage self.health = self.health - floor(damage) -- exit here if dead, check for tools with fire damage local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire if check_for_death(self, {type = "punch", puncher = hitter, hot = hot}) then return end --[[ add healthy afterglow when hit (can cause hit lag with larger textures) minetest.after(0.1, function() if not self.object:get_luaentity() then return end self.object:settexturemod("^[colorize:#c9900070") core.after(0.3, function() self.object:settexturemod("") end) end) ]] end -- END if damage -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() local kb = damage or 1 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} -- use tool knockback value or default kb = tool_capabilities.damage_groups["knockback"] or (kb * 1.5) self.object:set_velocity({ x = dir.x * kb, y = up, z = dir.z * kb }) self.pause_timer = 0.25 end -- if skittish then run away if self.runaway == true and self.order ~= "stand" then local lp = hitter:get_pos() local s = self.object:get_pos() local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw, 6) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if self.passive == false and self.state ~= "flop" and self.child == false and self.attack_players == true and hitter:get_player_name() ~= self.owner and not mobs.invis[ name ] then -- attack whoever punched mob self.state = "" do_attack(self, hitter) -- alert others to the attack local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) local obj = nil for n = 1, #objs do obj = objs[n]:get_luaentity() if obj and obj._cmi_is_mob then -- only alert members of same mob if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name and obj.name == self.name then do_attack(obj, hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then do_attack(obj, self.object) end end end end end -- get entity staticdata local mob_staticdata = function(self) -- remove mob when out of range unless tamed if remove_far and self.remove_ok and self.type ~= "npc" and self.state ~= "attack" and not self.tamed and self.lifetimer < 20000 then --print ("REMOVED " .. self.name) self.object:remove() return ""-- nil end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" -- used to rotate older mobs if self.drawtype and self.drawtype == "side" then self.rotate = math.rad(90) end if use_cmi then self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) end local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "_cmi_components" then tmp[_] = self[_] end end --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) end -- activate mob and reload settings local mob_activate = function(self, staticdata, def, dtime) -- remove monsters in peaceful mode if self.type == "monster" and peaceful_only then self.object:remove() return end -- load entity variables local tmp = minetest.deserialize(staticdata) if tmp then for _,stat in pairs(tmp) do self[_] = stat end end -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures and def.textures[random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.base_size local colbox = self.base_colbox local selbox = self.base_selbox -- specific texture if gotten if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end -- set child objects to half size if self.child == true then vis_size = { x = self.base_size.x * .5, y = self.base_size.y * .5, } if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5 } selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 } end if self.health == 0 then self.health = random (self.hp_min, self.hp_max) end -- pathfinding init self.path = {} self.path.way = {} -- path to follow, table of positions self.path.lastpos = {x = 0, y = 0, z = 0} self.path.stuck = false self.path.following = false -- currently following path? self.path.stuck_timer = 0 -- if stuck for too long search for path -- mob defaults self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) self.old_y = self.object:get_pos().y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "air" -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6) update_tag(self) set_animation(self, "stand") -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true -- if true, set flag to run once only end end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end if use_cmi then self._cmi_components = cmi.activate_components(self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end -- handle mob lifetimer and expiration local mob_expire = function(self, pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" and not self.tamed and self.state ~= "attack" and remove_far ~= true and self.lifetimer < 20000 then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 then -- only despawn away from player local objs = minetest.get_objects_inside_radius(pos, 15) for n = 1, #objs do if objs[n]:is_player() then self.lifetimer = 20 return end end -- minetest.log("action", -- S("lifetimer expired, removed @1", self.name)) effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) self.object:remove() return end end end -- main mob function local mob_step = function(self, dtime) if use_cmi then cmi.notify_step(self.object, dtime) end local pos = self.object:get_pos() local yaw = 0 -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime if self.node_timer > 0.25 then self.node_timer = 0 local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? self.standing_in = node_ok({ x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name -- print ("standing in " .. self.standing_in) -- check for mob expiration (0.25 instead of dtime since were in a timer) mob_expire(self, pos, 0.25) end -- check if falling, flying, floating falling(self, pos) -- smooth rotation by ThomasMonroe314 if self.delay and self.delay > 0 then local yaw = self.object:get_yaw() if self.delay == 1 then yaw = self.target_yaw else local dif = abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > pi then dif = 2 * pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif > pi then dif = 2 * pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (pi * 2) then yaw = yaw - (pi * 2) end if yaw < 0 then yaw = yaw + (pi * 2) end end self.delay = self.delay - 1 self.object:set_yaw(yaw) end -- end rotation -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- run custom function (defined in mob lua file) if self.do_custom then -- when false skip going any further if self.do_custom(self, dtime) == false then return end end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end -- mob plays random sound at times if random(1, 100) == 1 then mob_sound(self, self.sounds.random) end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if (self.state == "attack" and self.env_damage_timer > 1) or self.state ~= "attack" then self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) do_env_damage(self) -- node replace check (cow eats grass etc.) replace(self, pos) end general_attack(self) breed(self) follow_flop(self) do_states(self, dtime) do_jump(self) runaway_from(self) end -- default function when mobs are blown up with TNT local do_tnt = function(obj, damage) --print ("----- Damage", damage) obj.object:punch(obj.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) return false, true, {} end mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob(name, def) mobs.spawning_mobs[name] = true minetest.register_entity(name, { stepheight = def.stepheight or 1.1, -- was 0.6 name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in or "air", owner = def.owner or "", order = def.order or "", on_die = def.on_die, do_custom = def.do_custom, jump_height = def.jump_height or 4, -- was 6 drawtype = def.drawtype, -- DEPRECATED, use rotate instead rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 lifetimer = def.lifetimer or 180, -- 3 minutes hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), physical = true, collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, selectionbox = def.selectionbox or def.collisionbox, visual = def.visual, visual_size = def.visual_size or {x = 1, y = 1}, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound or false, view_range = def.view_range or 5, walk_velocity = def.walk_velocity or 1, run_velocity = def.run_velocity or 2, damage = max(0, (def.damage or 0) * difficulty), light_damage = def.light_damage or 0, light_damage_min = def.light_damage_min or 14, light_damage_max = def.light_damage_max or 15, water_damage = def.water_damage or 0, lava_damage = def.lava_damage or 0, suffocation = def.suffocation or 2, fall_damage = def.fall_damage or 1, fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10) drops = def.drops or {}, armor = def.armor or 100, on_rightclick = def.on_rightclick, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds or {}, animation = def.animation, follow = def.follow, jump = def.jump ~= false, walk_chance = def.walk_chance or 50, attack_chance = def.attack_chance or 5, passive = def.passive or false, knock_back = def.knock_back ~= false, blood_amount = def.blood_amount or 5, blood_texture = def.blood_texture or "mobs_blood.png", shoot_offset = def.shoot_offset or 0, floats = def.floats or 1, -- floats in water by default replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset or 0, on_replace = def.on_replace, timer = 0, env_damage_timer = 0, -- only used when state = "attack" tamed = false, pause_timer = 0, horny = false, hornytimer = 0, child = false, gotten = false, health = 0, reach = def.reach or 3, htimer = 0, texture_list = def.textures, child_texture = def.child_texture, docile_by_day = def.docile_by_day or false, time_of_day = 0.5, fear_height = def.fear_height or 0, runaway = def.runaway, runaway_timer = 0, pathfinding = def.pathfinding, immune_to = def.immune_to or {}, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, explosion_timer = def.explosion_timer or 3, allow_fuse_reset = def.allow_fuse_reset ~= false, stop_to_explode = def.stop_to_explode ~= false, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count = 0, dogshoot_count_max = def.dogshoot_count_max or 5, dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), group_attack = def.group_attack or false, attack_monsters = def.attacks_monsters or def.attack_monsters or false, attack_animals = def.attack_animals or false, attack_players = def.attack_players ~= false, attack_npcs = def.attack_npcs ~= false, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, facing_fence = false, pushable = def.pushable, _cmi_is_mob = true, on_spawn = def.on_spawn, on_blast = def.on_blast or do_tnt, on_step = mob_step, do_punch = def.do_punch, on_punch = mob_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) return mob_activate(self, staticdata, def, dtime) end, get_staticdata = function(self) return mob_staticdata(self) end, }) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area local count_mobs = function(pos, type) local total = 0 local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) local ent for n = 1, #objs do if not objs[n]:is_player() then ent = objs[n]:get_luaentity() -- count mob type and add to total also if ent and ent.name and ent.name == type then total = total + 1 end end end return total end -- global functions function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) -- Do mobs spawn at all? if not mobs_spawn then return end -- chance/spawn number override in minetest.conf for registered mob local numbers = minetest.settings:get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = max(1, (chance * mob_chance_multiplier)), catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) -- is mob actually registered? if not mobs.spawning_mobs[name] or not minetest.registered_entities[name] then --print ("--- mob doesn't exist", name) return end -- additional custom checks for spawning mob if mobs:spawn_abm_check(pos, node, name) == true then return end -- do not spawn if too many entities in area if active_object_count_wider >= max_per_block then --print("--- too many entities in area", active_object_count_wider) return end -- get total number of this mob in area local num_mob = count_mobs(pos, name) if num_mob >= aoc then --print ("--- too many " .. name .. " in area", num_mob .. "/" .. 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 -- 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 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 -- 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 -- do we have enough height clearance to spawn mob? local ent = minetest.registered_entities[name] local height = max(1, math.ceil( (ent.collisionbox[5] or 0.25) - (ent.collisionbox[2] or -0.25) - 1)) for n = 0, 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 -- mobs cannot spawn in protected areas when enabled if not spawn_protected and minetest.is_protected(pos, "") then --print ("--- inside protected area", name) return end -- spawn mob half block higher than ground pos.y = pos.y + 0.5 local mob = minetest.add_entity(pos, name) --[[ print ("[mobs] Spawned " .. name .. " at " .. minetest.pos_to_string(pos) .. " on " .. node.name .. " near " .. neighbors[1]) ]] if on_spawn then local ent = mob:get_luaentity() on_spawn(ent, 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) mobs:spawn_specific( def.name, def.nodes or {"group:soil", "group:stone"}, def.neighbors or {"air"}, def.min_light or 0, def.max_light or 15, def.interval or 30, def.chance or 5000, def.active_object_count or 1, def.min_height or -31000, def.max_height or 31000, def.day_toggle, def.on_spawn ) end -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end -- errorcheck minetest.register_entity(name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, drop = def.drop or false, -- drops arrow as registered item when true collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, timer = 0, switch = 0, owner_id = def.owner_id, rotate = def.rotate, automatic_face_movement_dir = def.rotate and (def.rotate - (pi / 180)) or false, on_activate = def.on_activate, on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) self.timer = self.timer + 1 local pos = self.object:get_pos() if self.switch == 0 or self.timer > 150 then self.object:remove() ; -- print ("removed arrow") return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = def.expire or 0.25, collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, glow = def.glow or 0, }) end if self.hit_node then local node = node_ok(pos).name if minetest.registered_nodes[node].walkable then self.hit_node(self, pos, node) if self.drop == true then pos.y = pos.y + 1 self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove() ; -- print ("hit node") return end end if self.hit_player or self.hit_mob then for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do if self.hit_player and player:is_player() then self.hit_player(self, player) self.object:remove() ; -- print ("hit player") return end local entity = player:get_luaentity() if entity and self.hit_mob and entity._cmi_is_mob == true and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self.hit_mob(self, player) self.object:remove() ; --print ("hit mob") return end end end self.lastpos = pos end }) end -- compatibility function function mobs:explosion(pos, radius) local self = {sounds = {explode = "tnt_explode"}} mobs:boom(self, pos, radius) end -- no damage to nodes explosion function mobs:safe_boom(self, pos, radius) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }) entity_physics(pos, radius) effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, radius) if mobs_griefing and minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, explode_center = true, }) else mobs:safe_boom(self, pos, radius) end end -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) if creative and no_creative == true then grp.not_in_creative_inventory = 1 end local invimg = background if addegg == 1 then invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)" end -- register new spawn egg containing mob information minetest.register_craftitem(mob .. "_set", { description = S("@1 (Tamed)", desc), inventory_image = invimg, groups = {spawn_egg = 2, not_in_creative_inventory = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- am I clicking on something with existing on_rightclick function? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick(pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end pos.y = pos.y + 1 local data = itemstack:get_metadata() local mob = minetest.add_entity(pos, mob, data) local ent = mob:get_luaentity() -- set owner if not a monster if ent.type ~= "monster" then ent.owner = placer:get_player_name() ent.tamed = true end -- since mob is unique we remove egg once spawned itemstack:take_item() end return itemstack end, }) -- register old stackable mob egg minetest.register_craftitem(mob, { description = desc, inventory_image = invimg, groups = grp, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- am I clicking on something with existing on_rightclick function? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick(pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end pos.y = pos.y + 1 local mob = minetest.add_entity(pos, mob) local ent = mob:get_luaentity() -- don't set owner if monster or sneak pressed if ent.type ~= "monster" and not placer:get_player_control().sneak then ent.owner = placer:get_player_name() ent.tamed = true end -- if not in creative then take item if not mobs.is_creative(placer:get_player_name()) then itemstack:take_item() end end return itemstack end, }) end -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) if self.child or not clicker:is_player() or not clicker:get_inventory() then return false end -- get name of clicked mob local mobname = self.name -- if not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() local tool = clicker:get_wielded_item() -- are we using hand, net or lasso to pick up mob? if tool:get_name() ~= "" and tool:get_name() ~= "mobs:net" and tool:get_name() ~= "mobs:lasso" then return false end -- is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) return true -- false end -- cannot pick up if not owner if self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) return true -- false end if clicker:get_inventory():room_for_item("main", mobname) then -- was mob clicked with hand, net, or lasso? local chance = 0 if tool:get_name() == "" then chance = chance_hand elseif tool:get_name() == "mobs:net" then chance = chance_net tool:add_wear(4000) -- 17 uses clicker:set_wielded_item(tool) elseif tool:get_name() == "mobs:lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- calculate chance.. add to inventory if successful? if chance > 0 and random(1, 100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) -- add special mob egg with all mob information -- unless 'replacewith' contains new item to use if not replacewith then new_stack = ItemStack(mobname .. "_set") local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) end local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self.object:remove() mob_sound(self, "default_place_node_hard") elseif chance ~= 0 then minetest.chat_send_player(name, S("Missed!")) mob_sound(self, "mobs_swing") end end return true end -- protect tamed mob with rune item function mobs:protect(self, clicker) local name = clicker:get_player_name() local tool = clicker:get_wielded_item() if tool:get_name() ~= "mobs:protector" then return false end if self.tamed == false then minetest.chat_send_player(name, S("Not tamed!")) return true -- false end if self.protected == true then minetest.chat_send_player(name, S("Already protected!")) return true -- false end if not mobs.is_creative(clicker:get_player_name()) then tool:take_item() -- take 1 protection rune clicker:set_wielded_item(tool) end self.protected = true local pos = self.object:get_pos() pos.y = pos.y + self.collisionbox[2] + 0.5 effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) mob_sound(self, "mobs_spell") return true end local mob_obj = {} local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) if not self.follow then return false end -- can eat/tame with item in hand if follow_holding(self, clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then local item = clicker:get_wielded_item() item:take_item() clicker:set_wielded_item(item) end -- increase health self.health = self.health + 4 if self.health >= self.hp_max then self.health = self.hp_max if self.htimer < 1 then minetest.chat_send_player(clicker:get_player_name(), S("@1 at full health (@2)", self.name:split(":")[2], tostring(self.health))) self.htimer = 5 end end self.object:set_hp(self.health) update_tag(self) -- make children grow quicker if self.child == true then self.hornytimer = self.hornytimer + 20 return true end -- feed and tame self.food = (self.food or 0) + 1 if self.food >= feed_count then self.food = 0 if breed and self.hornytimer == 0 then self.horny = true end self.gotten = false if tame then if self.tamed == false then minetest.chat_send_player(clicker:get_player_name(), S("@1 has been tamed!", self.name:split(":")[2])) end self.tamed = true if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end end -- make sound when fed so many times mob_sound(self, self.sounds.random) end return true end local item = clicker:get_wielded_item() -- if mob has been tamed you can name it with a nametag if item:get_name() == "mobs:nametag" and clicker:get_player_name() == self.owner then local name = clicker:get_player_name() -- store mob and nametag stack in external variables mob_obj[name] = self mob_sta[name] = item local tag = self.nametag or "" minetest.show_formspec(name, "mobs_nametag", "size[8,4]" .. default.gui_bg .. default.gui_bg_img .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]" .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]") end return false end -- inspired by blockmen's nametag mod minetest.register_on_player_receive_fields(function(player, formname, fields) -- right-clicked with nametag and name entered? if formname == "mobs_nametag" and fields.name and fields.name ~= "" then local name = player:get_player_name() if not mob_obj[name] or not mob_obj[name].object then return end -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:nametag" then return end -- limit name entered to 64 characters long if string.len(fields.name) > 64 then fields.name = string.sub(fields.name, 1, 64) end -- update nametag mob_obj[name].nametag = fields.name update_tag(mob_obj[name]) -- if not in creative then take item if not mobs.is_creative(name) then mob_sta[name]:take_item() player:set_wielded_item(mob_sta[name]) end -- reset external variables mob_obj[name] = nil mob_sta[name] = nil end end) -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) -- spawn egg minetest.register_alias(old_name, new_name) -- entity minetest.register_entity(":" .. old_name, { physical = false, on_activate = function(self) if minetest.registered_entities[new_name] then minetest.add_entity(self.object:get_pos(), new_name) end self.object:remove() end }) end