mobs_redo/api.lua

4977 regels
115 KiB
Lua

-- Translation support
local S = minetest.get_translator("mobs")
local FS = function(...) return minetest.formspec_escape(S(...)) end
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- MineClone2 check
local use_mc2 = minetest.get_modpath("mcl_core")
-- Visual Harm 1ndicator check
local use_vh1 = minetest.get_modpath("visual_harm_1ndicators")
-- Global
mobs = {
mod = "redo",
version = "20240312",
translate = S,
invis = minetest.global_exists("invisibility") and invisibility or {},
node_snow = minetest.registered_aliases["mapgen_snow"]
or (use_mc2 and "mcl_core:snow") or "default:snow",
node_dirt = minetest.registered_aliases["mapgen_dirt"]
or (use_mc2 and "mcl_core:dirt") or "default:dirt"
}
mobs.fallback_node = mobs.node_dirt
-- localize common 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 random = math.random
local floor = math.floor
local ceil = math.ceil
local rad = math.rad
local deg = math.deg
local atann = math.atan
local atan = function(x)
if not x or x ~= x then
return 0 -- NaN
else
return atann(x)
end
end
local table_copy = table.copy
local table_remove = table.remove
local vdirection = vector.direction
local vmultiply = vector.multiply
local vsubtract = vector.subtract
local settings = minetest.settings
-- 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
-- Load settings
local damage_enabled = settings:get_bool("enable_damage")
local mobs_spawn = settings:get_bool("mobs_spawn") ~= false
local peaceful_only = settings:get_bool("only_peaceful_mobs")
local disable_blood = settings:get_bool("mobs_disable_blood")
local mob_hit_effect = settings:get_bool("mob_hit_effect")
local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = settings:get_bool("mobs_griefing") ~= false
local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false
local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false
local remove_far = settings:get_bool("remove_far_mobs") ~= false
local mob_area_spawn = settings:get_bool("mob_area_spawn")
local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0
local max_per_block = tonumber(settings:get("max_objects_per_block") or 99)
local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12)
local active_limit = tonumber(settings:get("mob_active_limit") or 0)
local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1)
local peaceful_player_enabled = settings:get_bool("enable_peaceful_player")
local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false
local mob_height_fix = settings:get_bool("mob_height_fix") ~= false
local mob_log_spawn = settings:get_bool("mob_log_spawn") == true
local active_mobs = 0
-- get loop timers for node and main functions
local node_timer_interval = tonumber(settings:get("mob_node_timer_interval") or 0.25)
local main_timer_interval = tonumber(settings:get("mob_main_timer_interval") or 1.0)
-- pathfinding settings
local pathfinding_enable = settings:get_bool("mob_pathfinding_enable") or true
-- Use pathfinder mod if available
local pathfinder_enable = settings:get_bool("mob_pathfinder_enable") or true
-- how long before stuck mobs start searching
local pathfinding_stuck_timeout = tonumber(
settings:get("mob_pathfinding_stuck_timeout")) or 3.0
-- how long will mob follow path before giving up
local pathfinding_stuck_path_timeout = tonumber(
settings:get("mob_pathfinding_stuck_path_timeout")) or 5.0
-- which algorithm to use, Dijkstra(default) or A*_noprefetch or A*
-- fix settings not allowing "*"
local pathfinding_algorithm = settings:get("mob_pathfinding_algorithm") or "Dijkstra"
if pathfinding_algorithm == "AStar_noprefetch" then
pathfinding_algorithm = "A*_noprefetch"
elseif pathfinding_algorithm == "AStar" then
pathfinding_algorithm = "A*"
end
-- max search distance from search positions (default 16)
local pathfinding_searchdistance = tonumber(
settings:get("mob_pathfinding_searchdistance") or 16)
-- max jump height (default 4)
local pathfinding_max_jump = tonumber(settings:get("mob_pathfinding_max_jump") or 4)
-- max drop height (default 6)
local pathfinding_max_drop = tonumber(settings:get("mob_pathfinding_max_drop") or 6)
-- 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(settings:get("active_block_range")) * 16
-- can we attack Creatura mobs ?
local creatura = minetest.get_modpath("creatura") and
settings:get_bool("mobs_attack_creatura") == true
mobs.mob_class = {
state = "stand",
fly_in = "air",
owner = "",
order = "",
jump_height = 4,
lifetimer = 180, -- 3 minutes
texture_mods = "",
view_range = 5,
walk_velocity = 1,
run_velocity = 2,
light_damage = 0,
light_damage_min = 14,
light_damage_max = 15,
water_damage = 0,
lava_damage = 4,
fire_damage = 4,
air_damage = 0,
node_damage = true,
suffocation = 2,
fall_damage = 1,
fall_speed = -10, -- must be lower than -2 (default: -10)
drops = {},
armor = 100,
sounds = {},
jump = true,
knock_back = true,
walk_chance = 50,
stand_chance = 30,
attack_chance = 5,
attack_patience = 11,
passive = false,
blood_amount = 5,
blood_texture = "mobs_blood.png",
shoot_offset = 0,
floats = 1, -- floats in water by default
replace_offset = 0,
timer = 0,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
child = false,
gotten = false,
health = 0,
reach = 3,
docile_by_day = false,
time_of_day = 0.5,
fear_height = 0,
runaway_timer = 0,
immune_to = {},
explosion_timer = 3,
allow_fuse_reset = true,
stop_to_explode = true,
dogshoot_count = 0,
dogshoot_count_max = 5,
dogshoot_count2_max = 5,
group_attack = false,
attack_monsters = false,
attack_animals = false,
attack_players = true,
attack_npcs = true,
attack_ignore = nil,
friendly_fire = true,
facing_fence = false,
_breed_countdown = nil,
_tame_countdown = nil,
_cmi_is_mob = true
}
local mob_class = mobs.mob_class -- Compatibility
local mob_class_meta = {__index = mob_class}
-- play sound
function mob_class:mob_sound(sound)
if not sound then return end
-- higher pitch for a child
local pitch = self.child and 1.5 or 1.0
-- a little random pitch to be different
pitch = pitch + random(-10, 10) * 0.005
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = (self.sounds and self.sounds.distance) or 10,
pitch = pitch
}, true)
end
-- attack player/mob
function mob_class:do_attack(player)
if self.state == "attack" then
return
end
self.attack = player
self.state = "attack"
if random(100) < 90 then
self:mob_sound(self.sounds.war_cry)
end
end
-- calculate distance
local get_distance = function(a, b)
if not a or not b then return 50 end -- nil check and default distance
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
-- are we a real player ?
local function is_player(player)
if player and type(player) == "userdata" and minetest.is_player(player) then
return true
end
end
-- collision function based on jordan4ibanez' open_ai mod
function mob_class:collision()
local pos = self.object:get_pos() ; if not pos then return {0, 0} end
local x, z = 0, 0
local prop = self.object:get_properties()
local width = -prop.collisionbox[1] + prop.collisionbox[4] + 0.5
local pos2, vec, force
for _,player in pairs(minetest.get_connected_players()) do
pos2 = player:get_pos()
if get_distance(pos2, pos) < width then
vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
force = (width + 0.5) - vector.distance(
{x = pos.x, y = 0, z = pos.z},
{x = pos2.x, y = 0, z = pos2.z})
x = x + (vec.x * force)
z = z + (vec.z * force)
end
end
return({x, z})
end
-- check if string exists in another string or table
local function check_for(look_for, look_inside)
if type(look_inside) == "string" and look_inside == look_for then
return true
elseif type(look_inside) == "table" then
for _, str in pairs(look_inside) do
if str == look_for then
return true
end
if str and str:find("group:") then
local group = str:split(":")[2] or ""
if minetest.get_item_group(look_for, group) ~= 0 then
return true
end
end
end
end
end
-- move mob in facing direction
function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay
if self.order == "stand" then
local vel = self.object:get_velocity() or {y = 0}
self.object:set_velocity({x = 0, y = vel.y, z = 0})
return
end
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
if self.pushable then
c_x, c_y = unpack(self:collision())
end
local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0)
-- nil check for velocity
v = v or 0.01
-- check if standing in liquid with max viscosity of 7
local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
-- only slow mob trying to move while inside a viscous fluid that
-- they aren't meant to be in (fish in water, spiders in cobweb etc)
if v > 0 and visc and visc > 0 and not check_for(self.standing_in, self.fly_in) then
v = v / (visc + 1)
end
-- set velocity
local vel = self.object:get_velocity() or {y = 0}
self.object:set_velocity({
x = (sin(yaw) * -v) + c_x,
y = vel.y,
z = (cos(yaw) * v) + c_y
})
end
-- calculate mob velocity
function mob_class:get_velocity()
local v = self.object:get_velocity()
if not v then return 0 end
return (v.x * v.x + v.z * v.z) ^ 0.5
end
-- set and return valid yaw
function mob_class:set_yaw(yaw, delay)
if not yaw or yaw ~= yaw then
yaw = 0
end
delay = mob_smooth_rotate and delay or 0
-- simplified yaw clamp
if yaw > 6.283185 then
yaw = yaw - 6.283185
elseif yaw < 0 then
yaw = 6.283185 + yaw
end
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 [deprecated]
function mobs:yaw(entity, yaw, delay)
mob_class.set_yaw(entity, yaw, delay)
end
-- set defined animation
function mob_class:set_animation(anim, force)
if not self.animation or not anim then return end
self.animation.current = self.animation.current or ""
-- only use different animation for attacks when using same set
if force ~= true and anim ~= "punch" and anim ~= "shoot"
and string.find(self.animation.current, anim) then
return
end
local num = 0
-- check for more than one animation (max 4)
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 and force ~= true)
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
-- global function to set mob animation [deprecated]
function mobs:set_animation(entity, anim)
entity.set_animation(entity, anim)
end
-- check line of sight using raycasting (thanks Astrobe)
function mob_class:line_of_sight(pos1, pos2)
local ray = minetest.raycast(pos1, pos2, true, false)
local thing = ray:next()
while thing do -- thing.type, thing.ref
if thing.type == "node" then
local name = minetest.get_node(thing.under).name
if minetest.registered_items[name]
and minetest.registered_items[name].walkable then
return false
end
end
thing = ray:next()
end
return true
end
-- global function [deprecated]
function mobs:line_of_sight(entity, pos1, pos2)
return entity:line_of_sight(pos1, pos2)
end
function mob_class:attempt_flight_correction(override)
if self:flight_check() and override ~= true then return true end
-- We are not flying in what we are supposed to.
-- See if we can find intended flight medium and return to it
local pos = self.object:get_pos() ; if not pos then return true end
local searchnodes = self.fly_in
if type(searchnodes) == "string" then
searchnodes = {self.fly_in}
end
local flyable_nodes = minetest.find_nodes_in_area(
{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
{x = pos.x + 1, y = pos.y + 2, z = pos.z + 1}, searchnodes)
if #flyable_nodes < 1 then
return false
end
local escape_target = flyable_nodes[random(#flyable_nodes)]
local escape_direction = vdirection(pos, escape_target)
self.object:set_velocity(vmultiply(escape_direction, 1))
return true
end
-- are we flying in what we are suppose to? (taikedz)
function mob_class:flight_check()
local def = minetest.registered_nodes[self.standing_in]
if not def then return false end
-- are we standing inside what we should be to fly/swim ?
if check_for(self.standing_in, self.fly_in) then
return true
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
-- turn mob to face position
function mob_class:yaw_to_pos(target, rot)
rot = rot or 0
local pos = self.object:get_pos()
local vec = {x = target.x - pos.x, z = target.z - pos.z}
local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate
if target.x > pos.x then
yaw = yaw + pi
end
yaw = self:set_yaw(yaw, rot)
return yaw
end
-- global [deprecated]
function mobs:yaw_to_pos(self, target, rot)
return self:yaw_to_pos(target, rot)
end
-- if stay near set then periodically check for nodes and turn towards them
function mob_class:do_stay_near()
if not self.stay_near then return false end
local pos = self.object:get_pos()
local searchnodes = self.stay_near[1]
local chance = self.stay_near[2] or 10
if not pos or random(chance) > 1 then
return false
end
if type(searchnodes) == "string" then
searchnodes = {self.stay_near[1]}
end
local r = self.view_range
local nearby_nodes = minetest.find_nodes_in_area(
{x = pos.x - r, y = pos.y - 1, z = pos.z - r},
{x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes)
if #nearby_nodes < 1 then
return false
end
self:yaw_to_pos(nearby_nodes[random(#nearby_nodes)])
self:set_animation("walk")
self:set_velocity(self.walk_velocity)
return true
end
-- custom particle effects
local function effect(
pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
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
if fall == true then
fall = 0
elseif fall == false then
fall = radius
else
fall = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = fall, 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
-- global function
function mobs:effect(
pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
end
-- Thanks Wuzzy for the editable settings
local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes
local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
-- update nametag and infotext
function mob_class:update_tag(newname)
local col
local prop = self.object:get_properties()
local qua = prop.hp_max / 6
local old_nametag = prop.nametag
local old_nametag_color = self.nametag_col
-- backwards compatibility
if self.nametag and self.nametag ~= "" then
newname = self.nametag
self.nametag = nil
end
if newname or (self._nametag and self._nametag ~= "") then
self._nametag = newname or self._nametag -- adopt new name if one found
-- choose tag colour depending on mob health
if self.health <= qua then
self.nametag_col = "#FF0000"
elseif self.health <= (qua * 2) then
self.nametag_col = "#FF7A00"
elseif self.health <= (qua * 3) then
self.nametag_col = "#FFB500"
elseif self.health <= (qua * 4) then
self.nametag_col = "#FFFF00"
elseif self.health <= (qua * 5) then
self.nametag_col = "#B4FF00"
elseif self.health > (qua * 5) then
self.nametag_col = "#00FF00"
end
if self._nametag ~= old_nametag or self.nametag_col ~= old_nametag_color then
self.object:set_properties({
nametag = self._nametag, nametag_color = self.nametag_col})
end
end
local text = ""
if self.horny == true then
text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME))
elseif self.child == true then
text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME)
elseif self._tame_countdown then
text = "\nTaming: " .. self._tame_countdown
elseif self._breed_countdown then
text = "\nBreeding: " .. self._breed_countdown
end
if self.protected then
if self.protected == 2 then
text = text .. "\nProtection: Level 2"
else
text = text .. "\nProtection: Level 1"
end
end
self.infotext = "Health: " .. self.health .. " / " .. prop.hp_max
.. (self.owner == "" and "" or "\nOwner: " .. self.owner)
.. ("\nEntity: " .. self.name)
.. text
-- set infotext changes
if self.infotext ~= prop.infotext then
self.object:set_properties({infotext = self.infotext})
end
end
-- drop items
function mob_class:item_drop()
-- no drops if disabled by setting or mob is child
if not mobs_drop_items or self.child then return end
local pos = self.object:get_pos()
-- check for drops function
self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops
-- check for nil or no drops
if not self.drops or #self.drops == 0 then
return
end
-- was mob killed by player?
local death_by_player = self.cause_of_death
and self.cause_of_death.puncher
and is_player(self.cause_of_death.puncher)
-- check for tool 'looting_level' under tool_capabilities as default, or use
-- meta string 'looting_level' if found (max looting level is 3).
local looting = 0
if death_by_player then
local wield_stack = self.cause_of_death.puncher:get_wielded_item()
local wield_name = wield_stack:get_name()
local wield_stack_meta = wield_stack:get_meta()
local item_def = minetest.registered_items[wield_name]
local item_looting = item_def and item_def.tool_capabilities and
item_def.tool_capabilities.looting_level or 0
looting = tonumber(wield_stack_meta:get_string("looting_level")) or item_looting
looting = min(looting, 3)
end
--print("--- looting level", looting)
local obj, item, num
for n = 1, #self.drops do
if random(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 or self.drops[n].min ~= 0 then
obj = minetest.add_item(pos, ItemStack(item .. " " .. (num + looting)))
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
-- remove mob and descrease counter
local function remove_mob(self, decrease)
self.object:remove()
if decrease and active_limit > 1 then
active_mobs = active_mobs - 1
end
--print("-- active mobs: " .. active_mobs .. " / " .. active_limit)
end
-- global function for removing mobs
function mobs:remove(self, decrease)
remove_mob(self, decrease)
end
-- check if mob is dead or only hurt
function mob_class:check_for_death(cmi_cause)
-- We dead already
if self.state == "die" then
return true
end
-- has health actually changed?
if self.health == self.old_health and self.health > 0 then
return false
end
local damaged = self.health < self.old_health
local prop = self.object:get_properties()
self.old_health = self.health
if use_vh1 then
VH1.update_bar(self.object, self.health)
end
-- still got some health? play hurt sound
if self.health > 0 then
-- only play hurt sound if damaged
if damaged then
self:mob_sound(self.sounds.damage)
end
-- make sure health isn't higher than max
if self.health > prop.hp_max then
self.health = prop.hp_max
end
self:update_tag()
return false
end
self.cause_of_death = cmi_cause
-- drop items and play death sound
self:item_drop()
self:mob_sound(self.sounds.death)
local pos = self.object:get_pos()
-- execute custom death function
if pos and self.on_die then
self:on_die(pos)
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
return true
end
-- reset vars and set state
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = "die"
self.fly = false
-- check for custom death function and die animation
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)
local rot = self.animation.die_rotate and 5
self.object:set_properties({
pointable = false, collide_with_objects = false,
automatic_rotate = rot, static_save = false
})
self:set_velocity(0)
self:set_animation("die")
minetest.after(length, function(self)
if self.object:get_luaentity() then
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
end
end, self)
return true
elseif pos then -- otherwise remove mob and show particle effect
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
effect(pos, 20, "tnt_smoke.png")
end
return true
end
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
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 or mobs.fallback_node)]
end
function mobs:node_ok(pos, fallback)
return node_ok(pos, fallback)
end
-- Returns true if node can deal damage to self
function mobs:is_node_dangerous(mob_object, nodename)
if mob_object.water_damage > 0
and minetest.get_item_group(nodename, "water") ~= 0 then
return true
end
if mob_object.lava_damage > 0
and minetest.get_item_group(nodename, "lava") ~= 0 then
return true
end
if mob_object.fire_damage > 0
and minetest.get_item_group(nodename, "fire") ~= 0 then
return true
end
if minetest.registered_nodes[nodename].damage_per_second > 0 then
return true
end
return false
end
local function is_node_dangerous(mob_object, nodename)
return mobs:is_node_dangerous(mob_object, nodename)
end
-- is mob facing a cliff
function mob_class:is_at_cliff()
if self.driver or self.fear_height == 0 then -- 0 for no falling protection!
return false
end
-- get yaw but if nil returned object no longer exists
local yaw = self.object:get_yaw()
if not yaw then return false end
local prop = self.object:get_properties()
local dir_x = -sin(yaw) * (prop.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (prop.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + prop.collisionbox[2] -- just above floor
local free_fall, blocker = 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})
-- check for straight drop
if free_fall then
return true
end
local bnode = node_ok(blocker, "air")
-- will we drop onto dangerous node?
if is_node_dangerous(self, bnode.name) then
return true
end
local def = minetest.registered_nodes[bnode.name]
return (not def and def.walkable)
end
-- check for nodes or groups inside mob
function mob_class:is_inside(itemtable)
local cb = self.object:get_properties().collisionbox
local pos = self.object:get_pos()
local nn = minetest.find_nodes_in_area(
vector.offset(pos, cb[1], cb[2], cb[3]),
vector.offset(pos, cb[4], cb[5], cb[6]), itemtable)
if nn and #nn > 0 then return true end
end
-- environmental damage (water, lava, fire, light etc.)
function mob_class:do_env_damage()
local pos = self.object:get_pos() ; if not pos then return end
self:update_tag()
self.time_of_day = minetest.get_timeofday()
-- halt mob if standing inside ignore node
if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0})
return true
end
local prop = self.object:get_properties()
local py = {x = pos.x, y = pos.y + prop.collisionbox[5], z = pos.z}
local nodef = minetest.registered_nodes[self.standing_in]
-- water
if self.water_damage ~= 0 and nodef.groups.water then
self.health = self.health - self.water_damage
effect(py, 5, "bubble.png", nil, nil, 1, nil)
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
-- lava damage
elseif self.lava_damage ~= 0 and self:is_inside("group:lava") then
self.health = self.health - self.lava_damage
effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
if self:check_for_death({type = "environment", pos = pos,
node = self.standing_in, hot = true}) then
return true
end
-- fire damage
elseif self.fire_damage ~= 0 and self:is_inside("group:fire") then
self.health = self.health - self.fire_damage
effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
if self:check_for_death({type = "environment", pos = pos,
node = self.standing_in, hot = true}) then
return true
end
-- damage_per_second node check (not fire and lava)
elseif self.node_damage and nodef.damage_per_second and nodef.damage_per_second ~= 0
and nodef.groups.lava == nil and nodef.groups.fire == nil then
self.health = self.health - nodef.damage_per_second
effect(py, 5, "tnt_smoke.png")
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- air damage
if self.air_damage ~= 0 and self.standing_in == "air" then
self.health = self.health - self.air_damage
effect(py, 3, "bubble.png", 1, 1, 1, 0.2)
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- is mob light sensitive, or scared of the dark :P
if self.light_damage ~= 0 then
local light
-- if max set to 16 then only kill mob with natural sunlight
if self.light_damage_max == 16 then
light = minetest.get_natural_light(pos) or 0
else
light = minetest.get_node_light(pos) or 0
end
if light >= self.light_damage_min
and light <= self.light_damage_max then
self.health = self.health - self.light_damage
effect(py, 5, "tnt_smoke.png")
if self:check_for_death({type = "light"}) then
return true
end
end
end
--- suffocation inside solid node
if (self.suffocation and self.suffocation ~= 0)
and (nodef.walkable == nil or nodef.walkable == true)
and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
and (nodef.node_box == nil or nodef.node_box.type == "regular")
and (nodef.groups.disable_suffocation ~= 1) then
local damage
if self.suffocation == true then
damage = 2
else
damage = self.suffocation
end
self.health = self.health - damage
if self:check_for_death({type = "suffocation",
pos = pos, node = self.standing_in}) then
return true
end
-- try to jump out of block
self.object:set_velocity({x = 0, y = self.jump_height, z = 0})
end
return self:check_for_death({type = "unknown"})
end
-- jump if facing a solid node (not fences or gates)
function mob_class:do_jump()
local vel = self.object:get_velocity() ; if not vel then return false end
-- don't jump if ordered to stand or already in mid-air or moving forwards
if self.state == "stand" or vel.y ~= 0 or self:get_velocity() > 0.2 then
return false
end
-- we can only jump if standing on solid node
if minetest.registered_nodes[self.standing_on].walkable == false then
return false
end
-- is there anything stopping us from jumping up onto a block?
local blocked = minetest.registered_nodes[self.looking_above].walkable
-- if mob can leap then remove blockages and let them try
if self.can_leap == true then
blocked = false
self.facing_fence = false
end
-- jump if possible
if self.jump and self.jump_height > 0 and not self.fly and not self.child
and self.order ~= "stand"
and (self.walk_chance == 0 or minetest.registered_items[self.looking_at].walkable)
and not blocked
and not self.facing_fence
and self.looking_at ~= mobs.node_snow then
vel.y = self.jump_height
self:set_animation("jump") -- only if defined
self.object:set_velocity(vel)
-- when in air move forward
minetest.after(0.3, function(self, vel)
if self.object:get_luaentity() then
self.object:set_acceleration({
x = vel.x * 2,
y = 0,
z = vel.z * 2
})
end
end, self, vel)
if self:get_velocity() > 0 then
self:mob_sound(self.sounds.jump)
end
self.jump_count = 0
return true
end
-- if blocked for 3 counts then turn
if not self.following and (self.facing_fence or blocked) then
self.jump_count = (self.jump_count or 0) + 1
if self.jump_count > 2 then
local yaw = self.object:get_yaw() or 0
local turn = random(0, 2) + 1.35
self:set_yaw(yaw + turn, 12)
self.jump_count = 0
end
end
return false
end
-- blast damage to entities nearby (modified from TNT mod)
local 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]:get_pos()
dist = max(1, get_distance(pos, obj_pos))
local damage = floor((4 / dist) * radius)
-- 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
-- can mob see player
local function is_invisible(self, player_name)
if mobs.invis[player_name] and not self.ignore_invisibility then
return true
end
end
-- should mob follow what I'm holding ?
function mob_class:follow_holding(clicker)
if is_invisible(self, clicker:get_player_name()) then
return false
end
local item = clicker:get_wielded_item()
-- are we holding an item mob can follow ?
if check_for(item:get_name(), self.follow) then
return true
end
end
-- find two animals of same type and breed if nearby and horny
function mob_class:breed()
-- child takes a long time before growing into adult
if self.child == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer > CHILD_GROW_TIME then
self.child = false
self.hornytimer = 0
-- replace child texture with adult one
if self.mommy_tex then
self.base_texture = self.mommy_tex
self.mommy_tex = nil
end
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
local pos = self.object:get_pos() ; if not pos then return end
local prop = self.object:get_properties()
pos.y = pos.y + (prop.collisionbox[2] * -1) + 0.1
self.object:set_pos(pos)
-- jump slightly when fully grown so as not to fall into ground
self.object:set_velocity({x = 0, y = 2, z = 0 })
end
end
return
end
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
self:update_tag()
end
-- find another same animal who is also horny and mate if nearby
if self.horny == true
and self.hornytimer <= HORNY_TIME then
local pos = self.object:get_pos()
local prop = self.object:get_properties().collisionbox
effect({x = pos.x, y = pos.y + prop[5], z = pos.z},
8, "heart.png", 3, 4, 1, 0.1, 1, true)
local objs = minetest.get_objects_inside_radius(pos, 3)
local ent
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 = ent.name:split(":")
local selfname = self.name:split(":")
if entname[1] == selfname[1] then
entname = entname[2]:split("_")
selfname = selfname[2]:split("_")
if entname[1] == selfname[1] then
canmate = true
end
end
end
end
-- found another similar horny animal that isn't self?
if ent and ent.object ~= self.object
and canmate == true
and ent.horny == true
and ent.hornytimer <= HORNY_TIME then
local pos2 = ent.object:get_pos()
-- Have mobs face one another
self:yaw_to_pos(pos2)
ent:yaw_to_pos(self.object:get_pos())
self.hornytimer = HORNY_TIME + 1
ent.hornytimer = HORNY_TIME + 1
self:update_tag()
-- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then
minetest.chat_send_player(self.owner, S("Active Mob Limit Reached!")
.. " (" .. active_mobs .. " / " .. active_limit .. ")")
return
end
-- spawn baby
minetest.after(5, function(self, ent)
if not self.object:get_luaentity() then
return
end
-- reset parent movement
self.follow_stop = false
ent.follow_stop = false
-- custom breed function
if self.on_breed then
-- when false skip going any further
if self:on_breed(ent) == false then
return
end
end
-- add baby
local ent2 = mobs:add_mob(pos, {
name = self.name,
child = true,
owner = self.owner,
ignore_count = true
})
-- set baby textures
if ent2 then
local textures = self.base_texture
-- using specific child texture (if found)
if self.child_texture then
textures = self.child_texture[1]
ent2.mommy_tex = self.base_texture -- when grown
end
ent2.object:set_properties({textures = textures})
ent2.base_texture = textures
end
end, self, ent)
break
end
end
end
end
-- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace(pos)
local vel = self.object:get_velocity()
if not vel then return end
if not mobs_griefing
or not self.replace_rate
or not self.replace_what
or self.child == true
or vel.y ~= 0
or random(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)
if self.on_replace then
local oldnode = what or ""
local newnode = with
-- pass actual node name when using table or groups
if type(oldnode) == "table" or oldnode:find("group:") then
oldnode = minetest.get_node(pos).name
end
if self:on_replace(pos, oldnode, newnode) == false then
return
end
end
minetest.set_node(pos, {name = with})
end
end
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
if 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
-- are we able to dig this node and add drops?
local function can_dig_drop(pos)
if minetest.is_protected(pos, "") then
return false
end
local node = node_ok(pos, "air").name
local ndef = minetest.registered_nodes[node]
if node ~= "ignore"
and ndef
and ndef.drawtype ~= "airlike"
and not ndef.groups.level
and not ndef.groups.unbreakable
and not ndef.groups.liquid then
local drops = minetest.get_node_drops(node)
for _, item in ipairs(drops) do
minetest.add_item({
x = pos.x - 0.5 + random(),
y = pos.y - 0.5 + random(),
z = pos.z - 0.5 + random()
}, item)
end
minetest.remove_node(pos)
return true
end
end
local pathfinder_mod = minetest.get_modpath("pathfinder")
-- path finding and smart mob routine by rnd,
-- line_of_sight and other edits by Elkien3
function mob_class:smart_mobs(s, p, dist, dtime)
local s1 = self.path.lastpos
local target_pos = p
-- 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 > pathfinding_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 > pathfinding_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
local prop = self.object:get_properties()
if abs(vsubtract(s, target_pos).y) > prop.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
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
if use_pathfind then
-- 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.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 and self.attack:get_pos()
if not p1 then return end
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5)
local dropheight = pathfinding_max_drop
if self.fear_height ~= 0 then dropheight = self.fear_height end
local jumpheight = 0
if self.jump and self.jump_height >= pathfinding_max_jump then
jumpheight = min(ceil(
self.jump_height / pathfinding_max_jump), pathfinding_max_jump)
elseif prop.stepheight > 0.5 then
jumpheight = 1
end
if pathfinder_mod and pathfinder_enable then
self.path.way = pathfinder.find_path(s, p1, self, dtime)
else
self.path.way = minetest.find_path(s, p1, pathfinding_searchdistance,
jumpheight, dropheight, pathfinding_algorithm)
end
--[[
-- 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 = ""
if self.attack then
self:do_attack(self.attack)
end
-- 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 more than 1 block higher than mob?
if p1.y > (s.y + 1) 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 = ceil(prop.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
can_dig_drop(s)
s.y = s.y - sheight
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
-- is player more than 1 block lower than mob
elseif p1.y < (s.y - 1) then
-- dig down
s.y = s.y - prop.collisionbox[4] - 0.2
can_dig_drop(s)
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)
}
-- dig bottom node first incase of door
can_dig_drop(p1)
p1.y = p1.y + 1
can_dig_drop(p1)
end
end
-- will try again in 2 second
self.path.stuck_timer = pathfinding_stuck_timeout - 2
elseif s.y < p1.y and (not self.fly) then
self:do_jump() --add jump to pathfinding
self.path.following = true
else
-- yay i found path
if self.attack then
self:mob_sound(self.sounds.war_cry)
else
self:mob_sound(self.sounds.random)
end
self:set_velocity(self.walk_velocity)
-- follow path now that it has it
self.path.following = true
end
end
end
-- peaceful player privilege support
local function is_peaceful_player(player)
-- main setting enabled
if peaceful_player_enabled then
return true
end
local player_name = player:get_player_name()
-- player priv enabled
if player_name and minetest.check_player_privs(player_name, "peaceful_player") then
return true
end
end
-- general attack function for all mobs
function mob_class:general_attack()
-- return if already attacking, passive or docile during day
if self.passive
or self.state == "runaway" or self.state == "attack"
or self:day_docile() then
return
end
local s = self.object:get_pos() ; if not s then return end
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 is_player(objs[n]) then
-- if player invisible or mob cannot attack then remove from list
if not damage_enabled
or self.attack_players == false
or (self.owner and self.type ~= "monster")
or is_invisible(self, objs[n]:get_player_name())
or (self.specific_attack and not check_for("player", self.specific_attack)) then
objs[n] = nil
--print("- pla", n)
end
-- are we a creatura mob?
elseif creatura and ent and ent._cmi_is_mob ~= true
and ent.hitbox and ent.stand_node then
-- monsters attack all creatura mobs, npc and animals will only attack
-- if the animal owner is currently being attacked by creatura mob
if self.name == ent.name
or (self.type ~= "monster"
and self.owner ~= (ent._target and ent._target:get_player_name() or "."))
or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then
objs[n] = nil
--print("-- creatura", ent.name)
end
-- or are we a mob?
elseif ent and ent._cmi_is_mob then
-- remove mobs to not attack
if self.name == ent.name
or check_for(ent.name, self.attack_ignore)
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 (self.specific_attack and not check_for(ent.name, self.specific_attack)) 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 self:line_of_sight(sp, p) == true
and not is_peaceful_player(player) then
min_dist = dist
min_player = player
end
end
-- attack closest player or mob
if min_player and random(100) > self.attack_chance then
self:do_attack(min_player)
end
end
-- find someone to runaway from
function mob_class:do_runaway_from()
if not self.runaway_from then
return
end
local s = self.object:get_pos() ; if not s then return end
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)
-- loop through entities surrounding mob
for n = 1, #objs do
if is_player(objs[n]) then
pname = objs[n]:get_player_name()
if is_invisible(self, 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 (self.runaway_from and check_for(name, self.runaway_from)) then
sp = s
p = player and player:get_pos() or 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 self:line_of_sight(sp, p) == true then
min_dist = dist
min_player = player
end
end
end
if min_player then
self:yaw_to_pos(min_player:get_pos(), 3)
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
return
end
-- check for nodes to runaway from
objs = minetest.find_node_near(s, self.view_range, self.runaway_from, true)
if objs then
self:yaw_to_pos(objs, 3)
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
function mob_class:follow_flop()
-- 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() ; if not s then return end
local players = minetest.get_connected_players()
for n = 1, #players do
if players[n]
and not is_invisible(self, players[n]:get_player_name())
and get_distance(players[n]:get_pos(), s) < self.view_range 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 or mob is horny
if self.following and is_player(self.following)
and (self.horny or not self:follow_holding(self.following)) then
self.following = nil
end
end
-- follow that thing
if self.following then
local s = self.object:get_pos()
local p
if is_player(self.following) 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
self:yaw_to_pos(p)
-- anyone but standing npc's can move along
if dist >= self.reach
and self.order ~= "stand" then
self:set_velocity(self.walk_velocity)
self.follow_stop = nil
if self.walk_chance ~= 0 then
self:set_animation("walk")
end
else
self:set_velocity(0)
self:set_animation("stand")
self.follow_stop = true
end
return
end
end
end
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
if not self:attempt_flight_correction() then
self.state = "flop"
-- do we have a custom on_flop function?
if self.on_flop then
if self:on_flop(self) then
return
end
end
self.object:set_velocity({x = 0, y = -5, z = 0})
self:set_animation("stand")
return
elseif self.state == "flop" then
self.state = "stand"
end
end
end
-- dogshoot attack switch and counter function
function mob_class:dogswitch(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
-- stop attack
function mob_class:stop_attack()
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand", true)
end
-- execute current state (stand, walk, run, attacks)
function mob_class:do_states(dtime)
local yaw = self.object:get_yaw() ; if not yaw then return end
-- are we standing in something that hurts ? Try to get out
if is_node_dangerous(self, self.standing_in) then
local s = self.object:get_pos()
local grps = {}
if self.water_damage > 0 then table.insert(grps, "group:water") end
if self.fire_damage > 0 then table.insert(grps, "group:fire") end
if self.lava_damage > 0 then table.insert(grps, "group:lava") end
local lp = minetest.find_node_near(s, 1, grps)
if lp then
if self.pause_timer <= 0 then
lp = minetest.find_nodes_in_area_under_air(
{x = s.x - 5, y = s.y , z = s.z - 5},
{x = s.x + 5, y = s.y + 2, z = s.z + 5},
{"group:cracky", "group:crumbly", "group:choppy", "group:solid"})
-- did we find land?
if lp and #lp > 0 then
-- select position of random block to climb onto
lp = lp[random(#lp)]
yaw = self:yaw_to_pos(lp)
end
self.pause_timer = 3
self.following = nil
self:set_velocity(self.run_velocity)
self:set_animation("walk")
return
end
end
end
if self.state == "stand" and not self.follow_stop then
if self.randomly_turn and random(4) == 1 then
local lp
local s = self.object:get_pos()
for _,player in pairs(minetest.get_connected_players()) do
local player_pos = player:get_pos()
if get_distance(player_pos, s) <= 3 then
lp = player_pos
break
end
end
-- look at any players nearby, otherwise turn randomly
if lp then
yaw = self:yaw_to_pos(lp)
else
yaw = yaw + random(-0.5, 0.5)
end
self:set_yaw(yaw, 8)
end
self:set_velocity(0)
self:set_animation("stand")
-- mobs ordered to stand stay standing
if self.order ~= "stand"
and self.walk_chance ~= 0
and self.facing_fence ~= true
and random(100) <= self.walk_chance
and self.at_cliff == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation("walk")
end
elseif self.state == "walk" then
if self.randomly_turn and random(100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
self:set_yaw(yaw, 8)
-- for flying/swimming mobs randomly move up and down also
if self.fly_in and not self.following then
self:attempt_flight_correction(true)
end
end
-- stand for great fall in front
if self.facing_fence == true
or self.at_cliff
or random(100) <= self.stand_chance then
-- don't stand if mob flies and keep_flying set
if (self.fly and not self.keep_flying) or not self.fly then
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand", true)
end
else
self:set_velocity(self.walk_velocity)
-- figure out which animation to use while in motion
if self:flight_check()
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
local on_ground = minetest.registered_nodes[self.standing_on].walkable
local in_water = minetest.registered_nodes[self.standing_in].groups.water
if on_ground and in_water then
self:set_animation("fly")
elseif on_ground then
self:set_animation("walk")
else
self:set_animation("fly")
end
else
self:set_animation("walk")
end
end
elseif self.state == "runaway" then
self.runaway_timer = self.runaway_timer - 1
-- stop when timer runs out or when at cliff
if self.runaway_timer <= 0
or self.at_cliff
or self.order == "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
-- try to turn so we are not stuck
yaw = yaw + random(-1, 1) * 1.5
yaw = self:set_yaw(yaw, 4)
else
self:set_velocity(self.run_velocity)
self:set_animation("walk")
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then
-- get mob and enemy positions and distance between
local s = self.object:get_pos()
local p = self.attack and self.attack:get_pos()
local dist = p and get_distance(p, s) or 500
-- stop attacking if player out of range or invisible
if dist > self.view_range
or not self.attack
or not self.attack:get_pos()
or self.attack:get_hp() <= 0
or (is_player(self.attack)
and is_invisible(self, self.attack:get_player_name())) then
--print(" ** stop attacking **", self.name, self.health, dist, self.view_range)
self:stop_attack()
return
end
-- check enemy is in sight
local in_sight = self:line_of_sight(
{x = s.x, y = s.y + 0.5, z = s.z},
{x = p.x, y = p.y + 0.5, z = p.z})
-- stop attacking when enemy not seen for 11 seconds
if not in_sight then
self.target_time_lost = (self.target_time_lost or 0) + dtime
if self.target_time_lost > self.attack_patience then
self:stop_attack()
end
else
self.target_time_lost = 0
end
if self.attack_type == "explode" then
self:yaw_to_pos(p)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- look a little higher to fix raycast
s.y = s.y + 0.5 ; p.y = p.y + 0.5
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and in_sight then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound(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 in_sight) then
--print("=== explosion timer stopped")
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self.object:set_texture_mod("")
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
self:set_velocity(0)
else
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation("run")
else
self:set_animation("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:set_texture_mod(self.texture_mods)
else
self.object:set_texture_mod(self.texture_mods .. "^[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
remove_mob(self, true)
mobs:boom(self, pos, entity_damage_radius, node_break_radius)
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2)
or (self.attack_type == "dogshoot" and dist <= self.reach
and self:dogswitch() == 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 self:flight_check() 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
self:yaw_to_pos(p)
-- move towards enemy if beyond mob reach
if dist > (self.reach + (self.reach_ext or 0)) then
-- path finding by rnd (only when enabled in setting and mob)
if self.pathfinding and pathfinding_enable then
self:smart_mobs(s, p, dist, dtime)
end
-- distance padding to stop spinning mob
local pad = abs(p.x - s.x) + abs(p.z - s.z)
self.reach_ext = 0 -- extended ready off by default
if self.at_cliff or pad < 0.2 then
-- when on top of player extend reach slightly so player can
-- still be attacked.
self.reach_ext = 0.8
self:set_velocity(0)
self:set_animation("stand")
else
if self.path.stuck then
self:set_velocity(self.walk_velocity)
else
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation("run")
else
self:set_animation("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
self:set_velocity(0)
if self.timer > 1 then
-- no custom attack or custom attack returns true to continue
if not self.custom_attack
or self:custom_attack(self, p) == true then
self.timer = 0
self:set_animation("punch")
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight(p2, s2) == true then
-- play attack sound
self:mob_sound(self.sounds.attack)
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
local dgroup = self.damage_group or "fleshy"
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {[dgroup] = self.damage}
}, nil)
end
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and dist > self.reach and
self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
self:yaw_to_pos(p)
self:set_velocity(0)
if self.shoot_interval and self.timer > self.shoot_interval
and random(100) <= 60 then
self.timer = 0
self:set_animation("shoot")
-- play shoot attack sound
self:mob_sound(self.sounds.shoot_attack)
local p = self.object:get_pos()
local prop = self.object:get_properties()
p.y = p.y + (prop.collisionbox[2] + prop.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
-- check for custom override for arrow
if self.arrow_override then
self.arrow_override(ent)
end
local v = ent.velocity or 1 -- or set to default
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- setup homing arrow and target
if self.homing then
ent._homing_target = self.attack
end
-- 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
function mob_class:falling(pos)
if self.fly or self.disable_falling then
return
end
-- floating in water (or falling)
local v = self.object:get_velocity()
-- sanity check
if not v then return end
local fall_speed = self.fall_speed
-- in water then use liquid viscosity for float/sink speed
if self.floats == 1 and self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid then
local visc = min(
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1
self.object:set_velocity({x = v.x, y = 0.6, z = v.z})
fall_speed = -1.2 / visc
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 self:check_for_death({type = "fall"}) then
return true
end
end
self.old_y = self.object:get_pos().y
end
end
-- fall at set speed
self.object:set_acceleration({x = 0, y = fall_speed, z = 0})
end
-- is Took Ranks mod active?
local tr = minetest.get_modpath("toolranks")
-- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
-- mob health check
if self.health <= 0 then
return true
end
-- custom punch function (if false returned, do not continue and return true)
if self.do_punch and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then
return true
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
return true
end
-- is mob protected
if self.protected then
-- did player hit mob and if so is it in protected area
if is_player(hitter) then
local player_name = hitter:get_player_name()
if player_name ~= self.owner
and minetest.is_protected(self.object:get_pos(), player_name) then
minetest.chat_send_player(hitter:get_player_name(),
S("Mob has been protected!"))
return true
end
-- if protection is on level 2 then dont let arrows harm mobs
elseif self.protected == 2 then
local ent = hitter and hitter:get_luaentity()
if ent and ent._is_arrow then
return true -- arrow entity
elseif not ent then
return true -- non entity
end
end
end
local weapon = hitter:get_wielded_item()
local weapon_def = weapon:get_definition() or {}
-- 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 if hit by player item or entity
local hit_item = weapon_def.name
if not is_player(hitter) then
hit_item = hitter:get_luaentity().name
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == hit_item then
damage = self.immune_to[n][2] or 0
break
-- if "all" then no tools deal 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
--print("Mob Damage is", damage)
-- healing
if damage <= -1 then
self.health = self.health - floor(damage)
if use_vh1 then
VH1.update_bar(self.object, self.health)
end
return true
end
if use_cmi
and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then
return true
end
-- add weapon wear
local punch_interval = tool_capabilities.full_punch_interval or 1.4
-- toolrank support
local wear = floor((punch_interval / 75) * 9000)
-- check for punch_attack_uses being 0 to negate wear
if tool_capabilities.punch_attack_uses == 0 then
wear = 0
end
if mobs.is_creative(hitter:get_player_name()) then
wear = tr and 1 or 0
end
if tr and weapon_def.original_description then
toolranks.new_afteruse(weapon, hitter, nil, {wear = wear})
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
-- select tool use sound if found, or fallback to default
local snd = weapon_def.sound and weapon_def.sound.use or "mobs_punch"
minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true)
local prop = self.object:get_properties()
-- blood_particles
if not disable_blood and self.blood_amount > 0 then
local pos = self.object:get_pos()
local blood = self.blood_texture
local amount = self.blood_amount
pos.y = pos.y + (-prop.collisionbox[2] + prop.collisionbox[5]) * .5
-- lots of damage = more blood :)
if damage > 10 then
amount = self.blood_amount * 2
end
-- do we have a single blood texture or multiple?
if type(self.blood_texture) == "table" then
blood = self.blood_texture[random(#self.blood_texture)]
end
effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true)
end
-- add healthy afterglow when hit (can cause lag with larger textures)
if mob_hit_effect then
self.old_texture_mods = self.texture_mods
self.object:set_texture_mod(self.texture_mods .. prop.damage_texture_modifier)
minetest.after(0.3, function()
if self and self.object and self.object:get_pos() then
self.texture_mods = self.old_texture_mods
self.old_texture_mods = nil
self.object:set_texture_mod(self.texture_mods)
end
end)
end
-- check for friendly fire (arrows from same mob)
if self.friendly_fire then
self.health = self.health - floor(damage) -- do damage regardless
else
local entity = hitter and hitter:get_luaentity()
-- check if arrow from same mob, if so then do no damage
if (entity and entity.name ~= self.arrow) or is_player(hitter) then
self.health = self.health - floor(damage)
end
end
-- 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 self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then
return true
end
end
-- knock back effect (only on full punch)
if self.knock_back and tflp >= punch_interval then
local v = self.object:get_velocity()
-- sanity check
if not v then return true end
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
self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb})
-- turn mob on knockback and play run/walk animation
self:set_yaw((random(0, 360) - 180) / 180 * pi, 12)
if self.animation and self.animation.injured_end and damage >= 1 then
self:set_animation("injured")
else
self:set_animation("walk")
end
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()
self:yaw_to_pos(lp, 3)
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
end
local hitter_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 not (is_player(hitter) and hitter_name == self.owner)
and not is_invisible(self, hitter_name)
and self.object ~= hitter then
-- attack whoever punched mob
self.state = ""
self:do_attack(hitter)
-- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
local ent
for n = 1, #objs do
ent = objs[n] and objs[n]:get_luaentity()
if ent and ent._cmi_is_mob then
-- only alert members of same mob and assigned helper
if ent.group_attack == true
and ent.state ~= "attack"
and not (is_player(hitter) and ent.owner == hitter_name)
and (ent.name == self.name or ent.name == self.group_helper) then
ent:do_attack(hitter)
end
-- have owned mobs attack player threat
if is_player(hitter) and ent.owner == hitter_name and ent.owner_loyal then
ent:do_attack(self.object)
end
end
end
end
return true
end
-- helper function to clean mob staticdata
local function clean_staticdata(self)
local tmp, t = {}
for _,stat in pairs(self) do
t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "object"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
return tmp
end
-- get entity staticdata
function mob_class:mob_staticdata()
-- this handles mob count for mobs activated, unloaded, reloaded
if active_limit > 0 and self.active_toggle then
active_mobs = active_mobs + self.active_toggle
self.active_toggle = -self.active_toggle
--print("-- staticdata", active_mobs, active_limit, self.active_toggle)
end
-- 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)
remove_mob(self, true)
return minetest.serialize({remove_ok = true, static_save = true})
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 = rad(90)
end
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
-- move existing variables to new table for future compatibility
-- using self.initial_properties lost some variables when backing up?!?
if not self.backup_properties then
self.backup_properties = {
hp_max = self.hp_max,
physical = self.physical,
collisionbox = self.collisionbox,
selectionbox = self.selectionbox,
visual = self.visual,
visual_size = self.visual_size,
mesh = self.mesh,
textures = self.textures,
make_footstep_sound = self.make_footstep_sound,
stepheight = self.stepheight,
glow = self.glow,
-- nametag = self.nametag,
damage_texture_modifier = self.damage_texture_modifier,
-- infotext = self.infotext
}
end
return minetest.serialize(clean_staticdata(self))
end
local is_property_name = {
hp_max = true,
physical = true,
collide_with_objects = true,
collisionbox = true,
selectionbox = true,
pointable = true,
visual_size = true,
textures = true,
is_visible = true,
stepheight = true,
glow = true,
show_on_minimap = true,
}
-- activate mob and reload settings
function mob_class:mob_activate(staticdata, def, dtime)
-- if dtime == 0 then entity has just been created
-- anything higher means it is respawning (thanks SorceryKid)
if dtime == 0 and active_limit > 0 then
self.active_toggle = 1
end
-- remove mob if not tamed and mob total reached
if active_limit > 0 and active_mobs >= active_limit and not self.tamed then
remove_mob(self)
--print("-- mob limit reached, removing " .. self.name)
return
end
-- remove monsters in peaceful mode
if self.type == "monster" and peaceful_only then
remove_mob(self, true)
return
end
-- load entity variables from staticdata into self.
local tmp = minetest.deserialize(staticdata)
if tmp then
local t
for _,stat in pairs(tmp) do
t = type(stat)
if t ~= "function" and t ~= "nil" and t ~= "userdata" then
if is_property_name[_] then
self.object:set_properties({[_] = stat})
else
self[_] = stat
end
end
end
end
local prop = self.object:get_properties()
-- 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
-- backup a few base settings
self.base_texture = def.textures and def.textures[random(#def.textures)]
end
-- get 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
-- is there a 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
-- set mob size and textures
self.object:set_properties({
textures = textures,
visual_size = vis_size,
collisionbox = colbox,
selectionbox = selbox
})
if self.health == 0 then
self.health = random(self.hp_min, prop.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
-- Armor groups (immortal = 1 for custom damage handling)
local armor
if type(self.armor) == "table" then
armor = table_copy(self.armor)
else
armor = {fleshy = self.armor, immortal = 1}
end
self.object:set_armor_groups(armor)
-- mob defaults
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.textures = textures
self.standing_in = "air"
self.standing_on = "air"
-- set anything changed above
self:set_yaw((random(0, 360) - 180) / 180 * pi, 6)
self:set_animation("stand")
-- apply any texture mods
self.object:set_texture_mod(self.texture_mods)
-- set 5.x flag to remove monsters when map area unloaded
if remove_far and self.type == "monster" and not self.tamed then
self.object:set_properties({static_save = false})
end
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run and self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
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
function mob_class:mob_expire(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
for _,player in pairs(minetest.get_connected_players()) do
if get_distance(player:get_pos(), pos) <= 15 then
self.lifetimer = 20
return
end
end
-- minetest.log("action", "lifetimer expired, removed " .. self.name)
effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
remove_mob(self, true)
return
end
end
end
-- get nodes mob is standing on/in, facing/above
function mob_class:get_nodes()
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
local prop = self.object:get_properties()
-- child mobs have a lower y_level
local y_level = self.child and prop.collisionbox[2] * 0.5 or prop.collisionbox[2]
self.standing_in = node_ok({
x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name
self.standing_on = node_ok({
x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name
-- find front position
local dir_x = -sin(yaw) * (prop.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (prop.collisionbox[4] + 0.5)
-- nodes in front of mob and front/above
self.looking_at = node_ok({
x = pos.x + dir_x, y = pos.y + y_level + 0.25, z = pos.z + dir_z}).name
self.looking_above = node_ok({
x = pos.x + dir_x, y = pos.y + y_level + 1.25, z = pos.z + dir_z}).name
-- are we facing a fence or wall
if self.looking_at:find("fence")
or self.looking_at:find("gate")
or self.looking_at:find("wall") then
self.facing_fence = true
else
self.facing_fence = nil
end
--[[
print("on: " .. self.standing_on
.. ", front: " .. self.looking_at
.. ", front above: " .. self.looking_above
.. ", fence: " .. (self.facing_fence and "yes" or "no")
)
]]
end
-- main mob function
function mob_class:on_step(dtime, moveresult)
if self.state == "die" then return end
if use_cmi then
cmi.notify_step(self.object, dtime)
end
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
-- early warning check, if no yaw then no entity, skip rest of function
if not yaw then return end
self.node_timer = (self.node_timer or 0) + dtime
-- get nodes every 1/4 second
if self.node_timer > node_timer_interval then
-- get nodes above, below, in front and front-above
self:get_nodes()
self.node_timer = 0
-- check and stop if standing at cliff and fear of heights
self.at_cliff = self:is_at_cliff()
if self.pause_timer <= 0 and self.at_cliff then
self:set_velocity(0)
end
-- has mob expired (0.25 instead of dtime since were in a timer)
self:mob_expire(pos, node_timer_interval)
-- check if mob can jump or is blocked facing fence/gate etc.
self:do_jump()
end
-- check if falling, flying, floating and return if player died
if self:falling(pos) then
return
end
-- smooth rotation by ThomasMonroe314
if self.delay and self.delay > 0 then
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
yaw = yaw + dif / self.delay -- need to add
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
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then return end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
if self.pause_timer < 0 and self.order == "stand" then
self.pause_timer = 0
self:set_velocity(0)
self:set_animation("stand", true)
end
return
end
-- run custom function (defined in mob lua file) - when false skip going any further
if self.do_custom and self:do_custom(dtime, moveresult) == false then
return
end
self.timer = self.timer + dtime
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- when attacking call do_states live (return if dead)
if self.state == "attack" then
if self:do_states(dtime) then return end
end
-- one second timed calls
self.timer1 = (self.timer1 or 0) + dtime
if self.timer1 >= main_timer_interval then
-- mob plays random sound at times
if random(100) == 1 then
self:mob_sound(self.sounds.random)
end
self:general_attack()
self:breed()
self:follow_flop()
-- when not attacking call do_states every second (return if dead)
if self.state ~= "attack" then
if self:do_states(main_timer_interval) then return end
end
self:do_runaway_from(self)
self:do_stay_near()
self.timer1 = 0
end
end
-- default function when mobs are blown up with TNT
function mob_class:on_blast(damage)
--print("-- blast damage", damage)
self.object:punch(self.object, 1.0, {
full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, nil)
-- return no damage, no knockback, no item drops, mob api handles all
return false, false, {}
end
mobs.spawning_mobs = {}
-- register mob entity
function mobs:register_mob(name, def)
mobs.spawning_mobs[name] = {}
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- quick fix to stop mobs glitching through nodes if too small
if mob_height_fix and -collisionbox[2] + collisionbox[5] < 1.01 then
collisionbox[5] = collisionbox[2] + 0.99
end
minetest.register_entity(":" .. name, setmetatable({
initial_properties = {
hp_max = max(1, (def.hp_max or 10) * difficulty),
physical = true,
collisionbox = collisionbox,
selectionbox = def.selectionbox or collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
textures = "",
makes_footstep_sound = def.makes_footstep_sound,
stepheight = def.stepheight or 1.1,
glow = def.glow,
damage_texture_modifier = def.damage_texture_modifier or "^[colorize:#c9900070",
},
name = name,
type = def.type,
_nametag = def.nametag,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in,
keep_flying = def.keep_flying,
owner = def.owner,
order = def.order,
jump_height = def.jump_height,
can_leap = def.can_leap,
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2
lifetimer = def.lifetimer,
hp_min = max(1, (def.hp_min or 5) * difficulty),
-- backup entity model and size
base_mesh = def.mesh,
base_colbox = collisionbox,
base_selbox = def.selectionbox or collisionbox,
base_size = def.visual_size or {x = 1, y = 1},
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = max(0, (def.damage or 0) * difficulty),
damage_group = def.damage_group,
light_damage = def.light_damage,
light_damage_min = def.light_damage_min,
light_damage_max = def.light_damage_max,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
fire_damage = def.fire_damage,
air_damage = def.air_damage,
node_damage = def.node_damage,
suffocation = def.suffocation,
fall_damage = def.fall_damage,
fall_speed = def.fall_speed,
drops = def.drops,
armor = def.armor,
arrow = def.arrow,
arrow_override = def.arrow_override,
shoot_interval = def.shoot_interval,
homing = def.homing,
sounds = def.sounds,
animation = def.animation,
follow = def.follow,
jump = def.jump,
walk_chance = def.walk_chance,
stand_chance = def.stand_chance,
attack_chance = def.attack_chance,
attack_patience = def.attack_patience,
passive = def.passive,
knock_back = def.knock_back,
blood_amount = def.blood_amount,
blood_texture = def.blood_texture,
shoot_offset = def.shoot_offset,
floats = def.floats,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset,
reach = def.reach,
texture_list = def.textures,
texture_mods = def.texture_mods or "",
child_texture = def.child_texture,
docile_by_day = def.docile_by_day,
fear_height = def.fear_height,
runaway = def.runaway,
pathfinding = def.pathfinding,
immune_to = def.immune_to,
explosion_radius = def.explosion_radius,
explosion_damage_radius = def.explosion_damage_radius,
explosion_timer = def.explosion_timer,
allow_fuse_reset = def.allow_fuse_reset,
stop_to_explode = def.stop_to_explode,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count_max = def.dogshoot_count_max,
dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max,
group_attack = def.group_attack,
group_helper = def.group_helper,
attack_monsters = def.attacks_monsters or def.attack_monsters,
attack_animals = def.attack_animals,
attack_players = def.attack_players,
attack_npcs = def.attack_npcs,
attack_ignore = def.attack_ignore,
specific_attack = def.specific_attack,
friendly_fire = def.friendly_fire,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
pushable = def.pushable,
stay_near = def.stay_near,
randomly_turn = def.randomly_turn ~= false,
ignore_invisibility = def.ignore_invisibility,
messages = def.messages,
on_rightclick = def.on_rightclick,
on_die = def.on_die,
on_flop = def.on_flop,
do_custom = def.do_custom,
on_replace = def.on_replace,
custom_attack = def.custom_attack,
on_spawn = def.on_spawn,
on_blast = def.on_blast, -- class redifinition
do_punch = def.do_punch,
on_breed = def.on_breed,
on_grown = def.on_grown,
on_activate = function(self, staticdata, dtime)
return self:mob_activate(staticdata, def, dtime)
end,
get_staticdata = function(self)
return self:mob_staticdata(self)
end
}, mob_class_meta))
end -- END mobs:register_mob function
-- count how many mobs of one type are inside an area
-- will also return true for second value if player is inside area
local function count_mobs(pos, type)
local total = 0
local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2)
local ent
local players
for n = 1, #objs do
if not is_player(objs[n]) 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
else
players = true
end
end
return total, players
end
-- do we have enough space to spawn mob? (thanks wuzzy)
local function can_spawn(pos, name)
local ent = minetest.registered_entities[name]
local width_x = max(1, ceil(ent.base_colbox[4] - ent.base_colbox[1]))
local min_x, max_x
if width_x % 2 == 0 then
max_x = floor(width_x / 2)
min_x = -(max_x - 1)
else
max_x = floor(width_x / 2)
min_x = -max_x
end
local width_z = max(1, ceil(ent.base_colbox[6] - ent.base_colbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = floor(width_z / 2)
min_z = -(max_z - 1)
else
max_z = floor(width_z / 2)
min_z = -max_z
end
local max_y = max(0, ceil(ent.base_colbox[5] - ent.base_colbox[2]) - 1)
local pos2
for y = 0, max_y do
for x = min_x, max_x do
for z = min_z, max_z do
pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
return nil
end
end
end
end
-- tweak X/Z spawn pos
if width_x % 2 == 0 then
pos.x = pos.x + 0.5
end
if width_z % 2 == 0 then
pos.z = pos.z + 0.5
end
return pos
end
function mobs:can_spawn(pos, name)
return can_spawn(pos, name)
end
-- global functions
function mobs:add_mob(pos, def)
-- nil check
if not pos or not def then
--print("--- no position or definition given")
return
end
-- is mob actually registered?
if not mobs.spawning_mobs[def.name]
or not minetest.registered_entities[def.name] then
--print("--- mob doesn't exist", def.name)
return
end
-- are we over active mob limit
if active_limit > 0 and active_mobs >= active_limit then
--print("--- active mob limit reached", active_mobs, active_limit)
return
end
-- get total number of this mob in area
local num_mob, is_pla = count_mobs(pos, def.name)
if not is_pla then
--print("--- no players within active area, will not spawn " .. def.name)
return
end
local aoc = mobs.spawning_mobs[def.name] and mobs.spawning_mobs[def.name].aoc or 1
if def.ignore_count ~= true and num_mob >= aoc then
--print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc)
return
end
local mob = minetest.add_entity(pos, def.name)
--print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
if not ent then
--print("[mobs] entity not found " .. def.name)
return false
else
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
end
-- use new texture if found
local new_texture = def.texture or ent.base_texture
if def.child then
ent.mommy_tex = new_texture -- how baby looks when grown
ent.base_texture = new_texture
-- using specific child texture (if found)
if ent.child_texture then
new_texture = ent.child_texture[1]
end
-- and resize to half height (multiplication is faster than division)
mob:set_properties({
textures = new_texture,
visual_size = {
x = ent.base_size.x * .5,
y = ent.base_size.y * .5
},
collisionbox = {
ent.base_colbox[1] * .5,
ent.base_colbox[2] * .5,
ent.base_colbox[3] * .5,
ent.base_colbox[4] * .5,
ent.base_colbox[5] * .5,
ent.base_colbox[6] * .5
},
selectionbox = {
ent.base_selbox[1] * .5,
ent.base_selbox[2] * .5,
ent.base_selbox[3] * .5,
ent.base_selbox[4] * .5,
ent.base_selbox[5] * .5,
ent.base_selbox[6] * .5
}
})
ent.child = true
-- if not child set new texture
elseif def.texture then
ent.base_texture = new_texture
mob:set_properties({textures = new_texture})
end
if def.owner then
ent.tamed = true
ent.owner = def.owner
end
if def.nametag then
-- limit name entered to 64 characters long
if def.nametag:len() > 64 then
def.nametag = def.nametag:sub(1, 64)
end
ent:update_tag(def.nametag)
end
return ent
end
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, map_load)
-- Do mobs spawn at all?
if not mobs_spawn or not mobs.spawning_mobs[name] then
--print ("--- spawning not registered for " .. name)
return
end
-- chance/spawn number override in minetest.conf for registered mob
local numbers = 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
mobs.spawning_mobs[name].aoc = aoc
local spawn_action = function(
pos, node, active_object_count, active_object_count_wider)
-- use instead of abm's chance setting when using lbm
if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then
return
end
-- use instead of abm's neighbor setting when using lbm
if map_load and not minetest.find_node_near(pos, 1, neighbors) then
--print("--- lbm neighbors not found")
return
end
-- 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
-- are we over active mob limit
if active_limit > 0 and active_mobs >= active_limit then
--print("--- active mob limit reached", active_mobs, active_limit)
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 and 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, is_pla = count_mobs(pos, name)
if not is_pla then
--print("--- no players within active area, will not spawn " .. name)
return
end
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
-- check if mob can spawn inside protected areas
if (spawn_protected == false
or (spawn_monster_protected == false
and minetest.registered_entities[name].type == "monster"))
and minetest.is_protected(pos, "") then
--print("--- inside protected area", name)
return
end
-- only spawn a set distance away from player
for _,player in pairs(minetest.get_connected_players()) do
if get_distance(player:get_pos(), pos) <= mob_nospawn_range then
--print("--- player too close", name)
return
end
end
local ent = minetest.registered_entities[name]
if not ent or not ent.base_colbox then
print("[MOBS] Error spawning mob: " .. name)
return
end
-- should we check mob area for obstructions ?
if mob_area_spawn ~= true then
-- do we have enough height clearance to spawn mob?
local height = max(0, ent.base_colbox[5] - ent.base_colbox[2])
for n = 0, floor(height) do
local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
--print ("--- inside block", name, node_ok(pos2).name)
return
end
end
else
-- returns position if we have enough space to spawn mob
pos = can_spawn(pos, name)
end
if pos then
-- adjust for mob collision box
pos.y = pos.y + (ent.base_colbox[2] * -1) - 0.4
local mob = minetest.add_entity(pos, name)
if mob_log_spawn then
local pos_string = pos and minetest.pos_to_string(pos) or ""
minetest.log(
"[MOBS] Spawned "
.. (name or "")
.. " at "
.. pos_string
)
end
if on_spawn and mob then
on_spawn(mob:get_luaentity(), pos)
end
else
--print("--- not enough space to spawn", name)
end
end
-- are we registering an abm or lbm?
if map_load == true then
minetest.register_lbm({
name = name .. "_spawning",
label = name .. " spawning",
nodenames = nodes,
run_at_every_load = false,
action = function(pos, node)
spawn_action(pos, node)
end
})
else
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)
spawn_action(pos, node, active_object_count, active_object_count_wider)
end
})
end
end
-- compatibility with older mob registration [DEPRECATED]
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 (USE this one please)
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,
def.on_map_load)
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, {
initial_properties = {
physical = def.physical,
collide_with_objects = def.collide_with_objects or false,
static_save = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1},
glow = def.glow,
automatic_face_movement_dir = def.rotate
and (def.rotate - (pi / 180)) or false,
},
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
drop = def.drop or false, -- drops arrow as registered item when true
timer = 0,
lifetime = def.lifetime or 4.5,
owner_id = def.owner_id,
rotate = def.rotate,
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 + dtime
local pos = self.object:get_pos()
if self.timer > self.lifetime 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
-- make homing arrows follow target if seen
if self._homing_target then
local p = self._homing_target:get_pos()
if p then
if minetest.line_of_sight(self.object:get_pos(), p) then
self.object:set_velocity(
vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._homing_target = nil
end
end
-- raycasting
self.lastpos = self.lastpos or pos
local cast = minetest.raycast(self.lastpos, pos, true, true)
local thing = cast:next()
-- loop through things
while thing do
-- if inside object that isn't arrow
if thing.type == "object" and thing.ref ~= self.object
and tostring(thing.ref) ~= self.owner_id then
if self.hit_player and is_player(thing.ref) then
self:hit_player(thing.ref)
self.object:remove()
--print("hit player", thing.ref:get_player_name())
return
end
local entity = thing.ref:get_luaentity()
if entity
and self.hit_mob
and entity._cmi_is_mob == true then
self:hit_mob(thing.ref)
self.object:remove()
--print("hit mob", entity.name)
return
end
if entity
and self.hit_object
and (not entity._cmi_is_mob) then
self:hit_object(thing.ref)
self.object:remove()
--print("hit object", entity.name)
return
end
end
-- if inside node
if thing.type == "node" and self.hit_node then
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.walkable then
self:hit_node(pos, node)
if self.drop == true then
pos.y = pos.y + 1
minetest.add_item(self.lastpos,
self.object:get_luaentity().name)
end
self.object:remove()
--print("hit node", node.name)
return
end
end
thing = cast:next()
end -- end thing loop
self.lastpos = pos
end
})
end
-- compatibility function (deprecated)
function mobs:explosion(pos, radius)
mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius, radius, "tnt_smoke.png")
end
-- no damage to nodes explosion
function mobs:safe_boom(self, pos, radius, texture)
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
}, true)
entity_physics(pos, radius)
effect(pos, 32, texture, radius * 3, radius * 5, radius, 1, 0)
end
-- make explosion with protection and tnt mod check
function mobs:boom(self, pos, radius, damage_radius, texture)
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 = damage_radius,
sound = self.sounds and self.sounds.explode,
explode_center = true,
tiles = {(texture or "tnt_smoke.png")}
})
else
mobs:safe_boom(self, pos, radius, texture)
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 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
-- does mob/entity exist
local is_mob = minetest.registered_entities[mob]
if not is_mob then
print("[Mobs Redo] Spawn Egg cannot be created for " .. mob)
return
end
-- register new spawn egg containing mob information (cannot be stacked)
-- these are only created for animals and npc mobs, not monsters
if is_mob.type ~= "monster" then
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
-- does existing on_rightclick function exist?
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, pointed_thing)
end
if pos and not minetest.is_protected(pos, placer:get_player_name()) then
-- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then
minetest.chat_send_player(placer:get_player_name(),
S("Active Mob Limit Reached!")
.. " (" .. active_mobs
.. " / " .. active_limit .. ")")
return
end
pos.y = pos.y + 1
local data = itemstack:get_metadata()
local smob = minetest.add_entity(pos, mob, data)
local ent = smob and smob:get_luaentity()
if not ent then return end -- sanity check
-- 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
})
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
-- does existing on_rightclick function exist?
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, pointed_thing)
end
if pos and not minetest.is_protected(pos, placer:get_player_name()) then
-- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then
minetest.chat_send_player(placer:get_player_name(),
S("Active Mob Limit Reached!")
.. " (" .. active_mobs
.. " / " .. active_limit .. ")")
return
end
pos.y = pos.y + 1
local smob = minetest.add_entity(pos, mob)
local ent = smob and smob:get_luaentity()
if not ent then return end -- sanity check
-- 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
-- force capture a mob if space available in inventory, or drop as spawn egg
function mobs:force_capture(self, clicker)
-- add special mob egg with all mob information
local new_stack = ItemStack(self.name .. "_set")
local data_str = minetest.serialize(clean_staticdata(self))
new_stack:set_metadata(data_str)
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:mob_sound("default_place_node_hard")
remove_mob(self, true)
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 or not is_player(clicker) 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()
if tool:get_name() ~= "" -- hand
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 false
end
-- cannot pick up if not owner (unless player has protection_bypass priv)
if not minetest.check_player_privs(name, "protection_bypass")
and self.owner ~= name and force_take == false then
minetest.chat_send_player(name, S("@1 is owner!", self.owner))
return 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 and chance > 0 and random(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 data_str = minetest.serialize(clean_staticdata(self))
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:mob_sound("default_place_node_hard")
remove_mob(self, true)
return new_stack
-- when chance above fails or set to 0, miss!
elseif chance and chance ~= 0 then
minetest.chat_send_player(name, S("Missed!"))
self:mob_sound("mobs_swing")
return false
-- when chance is nil always return a miss (used for npc walk/follow)
elseif not chance then
return false
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()
local tool_name = tool:get_name()
if tool_name ~= "mobs:protector" and tool_name ~= "mobs:protector2" then
return false
end
if not self.tamed then
minetest.chat_send_player(name, S("Not tamed!"))
return true
end
if (self.protected and tool_name == "mobs:protector")
or (self.protected == 2 and tool_name == "mobs:protector2") then
minetest.chat_send_player(name, S("Already protected!"))
return true
end
if not mobs.is_creative(clicker:get_player_name()) then
tool:take_item() -- take 1 protection rune
clicker:set_wielded_item(tool)
end
-- set protection level
if tool_name == "mobs:protector" then
self.protected = true
else
self.protected = 2 ; self.fire_damage = 0
end
local pos = self.object:get_pos()
local prop = self.object:get_properties()
pos.y = pos.y + prop.collisionbox[5]
effect(pos, 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
self:mob_sound("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)
-- can eat/tame with item in hand
if self.follow and self:follow_holding(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
local prop = self.object:get_properties()
-- increase health
self.health = min(self.health + 4, prop.hp_max)
self.object:set_hp(self.health)
-- make children grow quicker
if self.child == true then
-- deduct 10% of the time to adulthood
self.hornytimer = floor(self.hornytimer + (
(CHILD_GROW_TIME - self.hornytimer) * 0.1))
--print ("====", self.hornytimer)
return true
end
-- feed and tame
self.food = (self.food or 0) + 1
self._breed_countdown = breed and (feed_count - self.food)
self._tame_countdown = not self.tamed and tame and (feed_count - self.food)
if self.food >= feed_count then
self.food = 0
self._breed_countdown = nil
if breed and self.hornytimer == 0 then
self.horny = true
end
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
self.static_save = true
if not self.owner or self.owner == "" then
self.owner = clicker:get_player_name()
end
end
-- make sound when fed so many times
self:mob_sound(self.sounds.random)
end
self:update_tag()
return true
end
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
-- if mob has been tamed you can name it with a nametag
if item:get_name() == "mobs:nametag"
and (name == self.owner or minetest.check_player_privs(name, "protection_bypass")) then
-- store mob and nametag stack in external variables
mob_obj[name] = self
mob_sta[name] = item
local prop = self.object:get_properties()
local tag = self._nametag or ""
local esc = minetest.formspec_escape
minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
.. "field[0.5,1;7.5,0;name;" .. esc(FS("Enter name:")) .. ";" .. esc(tag) .. "]"
.. "button_exit[2.5,3.5;3,1;mob_rename;" .. esc(FS("Rename")) .. "]")
return true
end
-- if mob follows items and user right clicks while holding sneak it shows info
if self.follow then
if clicker:get_player_control().sneak then
if type(self.follow) == "string" then
self.follow = {self.follow}
end
minetest.chat_send_player(clicker:get_player_name(),
S("@1 follows:",
self.name:split(":")[2]) .. "\n" ..
table.concat(self.follow, "\n- "))
end
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 fields.name:len() > 64 then
fields.name = fields.name:sub(1, 64)
end
-- update nametag
mob_obj[name]:update_tag(fields.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 mobs entities to new mobs_redo modpack
function mobs:alias_mob(old_name, new_name)
-- check old_name entity doesnt already exist
if minetest.registered_entities[old_name] then
return
end
-- spawn egg
minetest.register_alias(old_name, new_name)
-- entity
minetest.register_entity(":" .. old_name, {
initial_properties = {
physical = false,
static_save = false,
},
on_activate = function(self, staticdata)
if minetest.registered_entities[new_name] then
minetest.add_entity(self.object:get_pos(), new_name, staticdata)
end
remove_mob(self)
end,
get_staticdata = function(self)
return minetest.serialize(clean_staticdata(self))
end
})
end
-- admin command to remove untamed mobs around players
minetest.register_chatcommand("clear_mobs", {
params = "<text>",
description = "Remove untamed mobs from around players.",
privs = {server = true},
func = function (name, param)
local count = 0
for _, player in pairs(minetest.get_connected_players()) do
if player then
local pos = player:get_pos()
local objs = minetest.get_objects_inside_radius(pos, 28)
for _, obj in pairs(objs) do
if obj then
local ent = obj:get_luaentity()
-- only remove mobs redo mobs that are not tamed
if ent and ent._cmi_is_mob and ent.tamed ~= true then
remove_mob(ent, true)
count = count + 1
end
end
end
end
end
minetest.chat_send_player(name, S("@1 mobs removed.", count))
end
})