Mob API for mods to add monsters, animals and more. https://content.minetest.net/packages/TenPlus1/mobs/
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-- Mobs Api (4th July 2017)
mobs = {}
mobs.mod = "redo"
mobs.version = "20170704"
-- Intllib
local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP .. "/intllib.lua")
mobs.intllib = S
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- Invisibility mod check
mobs.invis = {}
if rawget(_G, "invisibility") then
mobs.invis = invisibility
end
-- localize math functions
local pi = math.pi
local square = math.sqrt
local sin = math.sin
local cos = math.cos
local abs = math.abs
local min = math.min
local max = math.max
local atann = math.atan
local random = math.random
local floor = math.floor
local atan = function(x)
if not x or x ~= x then
--error("atan bassed NaN")
return 0
else
return atann(x)
end
end
-- Load settings
local damage_enabled = minetest.setting_getbool("enable_damage")
local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
local disable_blood = minetest.setting_getbool("mobs_disable_blood")
local creative = minetest.setting_getbool("creative_mode")
local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
local remove_far = minetest.setting_getbool("remove_far_mobs")
local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0
local show_health = minetest.setting_getbool("mob_show_health") ~= false
local max_per_block = tonumber(minetest.setting_get("max_objects_per_block") or 99)
-- calculate aoc range for mob count
local aosrb = tonumber(minetest.setting_get("active_object_send_range_blocks"))
local abr = tonumber(minetest.setting_get("active_block_range"))
local aoc_range = max(aosrb, abr) * 16
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- play sound
local mob_sound = function(self, sound)
if sound then
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
end
-- attack player/mob
local do_attack = function(self, player)
if self.state == "attack" then
return
end
self.attack = player
self.state = "attack"
if random(0, 100) < 90 then
mob_sound(self, self.sounds.war_cry)
end
end
-- move mob in facing direction
local set_velocity = function(self, v)
local yaw = (self.object:getyaw() or 0) + self.rotate
self.object:setvelocity({
x = sin(yaw) * -v,
y = self.object:getvelocity().y,
z = cos(yaw) * v
})
end
-- get overall speed of mob
local get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x * v.x + v.z * v.z) ^ 0.5
end
-- set yaw
local set_yaw = function(self, yaw)
if not yaw or yaw ~= yaw then
yaw = 0
end
self:setyaw(yaw)
return yaw
end
-- set defined animation
local set_animation = function(self, anim)
if not self.animation then return end
self.animation.current = self.animation.current or ""
if anim == self.animation.current
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"] then
return
end
self.animation.current = anim
self.object:set_animation({
x = self.animation[anim .. "_start"],
y = self.animation[anim .. "_end"]},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
-- above function exported for mount.lua
function mobs:set_animation(anim)
set_animation(self, anim)
end
-- this is a faster way to calculate distance
local get_distance = function(a, b)
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
return square(x * x + y * y + z * z)
end
-- check line of sight (BrunoMine)
local line_of_sight = function(self, pos1, pos2, stepsize)
stepsize = stepsize or 1
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then
return true
end
-- New pos1 to be analyzed
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
-- Checks the return
if r == true then return true end
-- Nodename found
local nn = minetest.get_node(pos).name
-- Target Distance (td) to travel
local td = get_distance(pos1, pos2)
-- Actual Distance (ad) traveled
local ad = 0
-- It continues to advance in the line of sight in search of a real
-- obstruction which counts as 'normal' nodebox.
while minetest.registered_nodes[nn]
and (minetest.registered_nodes[nn].walkable == false
or minetest.registered_nodes[nn].drawtype == "nodebox") do
-- Check if you can still move forward
if td < ad + stepsize then
return true -- Reached the target
end
-- Moves the analyzed pos
local d = get_distance(pos1, pos2)
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
-- NaN checks
if d == 0
or npos1.x ~= npos1.x
or npos1.y ~= npos1.y
or npos1.z ~= npos1.z then
return false
end
ad = ad + stepsize
-- scan again
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
end
-- are we flying in what we are suppose to? (taikedz)
local flight_check = function(self, pos_w)
local nod = self.standing_in
if type(self.fly_in) == "string"
and (nod == self.fly_in or nod == self.fly_in:gsub("_source", "_flowing")) then
return true
elseif type(self.fly_in) == "table" then
for _,fly_in in pairs(self.fly_in) do
if nod == fly_in or nod == fly_in:gsub("_source", "_flowing") then
return true
end
end
end
return false
end
-- particle effects
local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or -10
glow = glow or 0
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = -radius, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
texture = texture,
glow = glow,
})
end
-- update nametag colour
local update_tag = function(self)
local col = "#00FF00"
local qua = self.hp_max / 4
if self.health <= floor(qua * 3) then
col = "#FFFF00"
end
if self.health <= floor(qua * 2) then
col = "#FF6600"
end
if self.health <= floor(qua) then
col = "#FF0000"
end
self.object:set_properties({
nametag = self.nametag,
nametag_color = col
})
end
-- drop items
local item_drop = function(self, cooked)
-- no drops for child mobs
if self.child then return end
local obj, item, num
local pos = self.object:getpos()
self.drops = self.drops or {} -- nil check
for n = 1, #self.drops do
if random(1, self.drops[n].chance) == 1 then
num = random(self.drops[n].min, self.drops[n].max)
item = self.drops[n].name
-- cook items when true
if cooked 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
-- add item if it exists
obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
if obj and obj:get_luaentity() then
obj:setvelocity({
x = random(-10, 10) / 9,
y = 6,
z = random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
-- check if mob is dead or only hurt
local check_for_death = function(self, cause, cmi_cause)
-- has health actually changed?
if self.health == self.old_health and self.health > 0 then
return
end
self.old_health = self.health
-- still got some health? play hurt sound
if self.health > 0 then
mob_sound(self, self.sounds.damage)
-- make sure health isn't higher than max
if self.health > self.hp_max then
self.health = self.hp_max
end
-- backup nametag so we can show health stats
if not self.nametag2 then
self.nametag2 = self.nametag or ""
end
if show_health then
self.htimer = 2
self.nametag = "" .. self.health .. " / " .. self.hp_max
update_tag(self)
end
return false
end
if cause == "lava" then
item_drop(self, true)
else
item_drop(self, nil)
end
mob_sound(self, self.sounds.death)
local pos = self.object:getpos()
-- execute custom death function
if self.on_die then
self.on_die(self, pos)
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
self.object:remove()
return true
end
-- default death function and die animation (if defined)
if self.animation
and self.animation.die_start
and self.animation.die_end then
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = "die"
set_velocity(self, 0)
set_animation(self, "die")
minetest.after(2, function(self)
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
self.object:remove()
end, self)
else
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
self.object:remove()
end
effect(pos, 20, "tnt_smoke.png")
return true
end
-- check if within physical map limits (-30911 to 30927)
local within_limits = function(pos, radius)
if (pos.x - radius) > -30913
and (pos.x + radius) < 30928
and (pos.y - radius) > -30913
and (pos.y + radius) < 30928
and (pos.z - radius) > -30913
and (pos.z + radius) < 30928 then
return true -- within limits
end
return false -- beyond limits
end
-- is mob facing a cliff
local is_at_cliff = function(self)
if self.fear_height == 0 then -- 0 for no falling protection!
return false
end
local yaw = self.object:getyaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:getpos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
if minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
, 1) then
return true
end
return false
end
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or "default:dirt"
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return {name = fallback}
end
-- environmental damage (water, lava, fire, light etc.)
local do_env_damage = function(self)
-- feed/tame text timer (so mob 'full' messages dont spam chat)
if self.htimer > 0 then
self.htimer = self.htimer - 1
end
-- reset nametag after showing health stats
if self.htimer < 1 and self.nametag2 then
self.nametag = self.nametag2
self.nametag2 = nil
update_tag(self)
end
local pos = self.object:getpos()
self.time_of_day = minetest.get_timeofday()
-- remove mob if beyond map limits
if not within_limits(pos, 0) then
self.object:remove()
return
end
-- daylight above ground
if self.light_damage ~= 0
and pos.y > 0
and self.time_of_day > 0.2
and self.time_of_day < 0.8
and (minetest.get_node_light(pos) or 0) > 12 then
self.health = self.health - self.light_damage
effect(pos, 5, "tnt_smoke.png")
if check_for_death(self, "light", {type = "light"}) then return end
end
local y_level = self.collisionbox[2]
if self.child then
y_level = self.collisionbox[2] * 0.5
end
-- what is mob standing in?
pos.y = pos.y + y_level + 0.25 -- foot level
self.standing_in = node_ok(pos, "air").name
-- print ("standing in " .. self.standing_in)
-- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then
self.object:setvelocity({x = 0, y = 0, z = 0})
--print ("--- stopping on ignore")
end
local nodef = minetest.registered_nodes[self.standing_in]
pos.y = pos.y + 1 -- for particle effect position
-- water
if self.water_damage
and nodef.groups.water then
if self.water_damage ~= 0 then
self.health = self.health - self.water_damage
effect(pos, 5, "bubble.png", nil, nil, 1, nil)
if check_for_death(self, "water", {type = "environment",
pos = pos, node = self.standing_in}) then return end
end
-- lava or fire
elseif self.lava_damage
and (nodef.groups.lava
or self.standing_in == "fire:basic_flame"
or self.standing_in == "fire:permanent_flame") then
if self.lava_damage ~= 0 then
self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
if check_for_death(self, "lava", {type = "environment",
pos = pos, node = self.standing_in}) then return end
end
-- damage_per_second node check
elseif nodef.damage_per_second ~= 0 then
self.health = self.health - nodef.damage_per_second
effect(pos, 5, "tnt_smoke.png")
if check_for_death(self, "dps", {type = "environment",
pos = pos, node = self.standing_in}) then return end
end
--- suffocation inside solid node
if self.suffocation ~= 0
and nodef.walkable == true
and nodef.groups.disable_suffocation ~= 1
and nodef.drawtype == "normal" then
self.health = self.health - self.suffocation
if check_for_death(self, "suffocation", {type = "environment",
pos = pos, node = self.standing_in}) then return end
end
check_for_death(self, "", {type = "unknown"})
end
-- jump if facing a solid node (not fences or gates)
local do_jump = function(self)
if not self.jump
or self.jump_height == 0
or self.fly
or self.child then
return false
end
-- something stopping us while moving?
if self.state ~= "stand"
and get_velocity(self) > 0.5
and self.object:getvelocity().y ~= 0 then
return false
end
local pos = self.object:getpos()
local yaw = self.object:getyaw()
-- what is mob standing on?
pos.y = pos.y + self.collisionbox[2] - 0.2
local nod = node_ok(pos)
--print ("standing on:", nod.name, pos.y)
if minetest.registered_nodes[nod.name].walkable == false then
return false
end
-- where is front
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
-- what is in front of mob?
local nod = node_ok({
x = pos.x + dir_x,
y = pos.y + 0.5,
z = pos.z + dir_z
})
-- thin blocks that do not need to be jumped
if nod.name == "default:snow" then
return false
end
--print ("in front:", nod.name, pos.y + 0.5)
if (minetest.registered_items[nod.name].walkable
and not nod.name:find("fence")
and not nod.name:find("gate"))
or self.walk_chance == 0 then
local v = self.object:getvelocity()
v.y = self.jump_height -- + 1
set_animation(self, "jump") -- only when defined
self.object:setvelocity(v)
mob_sound(self, self.sounds.jump)
return true
end
return false
end
-- blast damage to entities nearby (modified from TNT mod)
local entity_physics = function(pos, radius)
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, dist
for n = 1, #objs do
obj_pos = objs[n]:getpos()
dist = get_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
-- punches work on entities AND players
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, pos) -- was nil
end
end
-- should mob follow what I'm holding ?
local follow_holding = function(self, clicker)
if mobs.invis[clicker:get_player_name()] then
return false
end
local item = clicker:get_wielded_item()
local t = type(self.follow)
-- single item
if t == "string"
and item:get_name() == self.follow then
return true
-- multiple items
elseif t == "table" then
for no = 1, #self.follow do
if self.follow[no] == item:get_name() then
return true
end
end
end
return false
end
-- find two animals of same type and breed if nearby and horny
local breed = function(self)
-- child takes 240 seconds before growing into adult
if self.child == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer > 240 then
self.child = false
self.hornytimer = 0
self.object:set_properties({
textures = self.base_texture,
mesh = self.base_mesh,
visual_size = self.base_size,
collisionbox = self.base_colbox,
})
-- jump when fully grown so not to fall into ground
self.object:setvelocity({
x = 0,
y = self.jump_height,
z = 0
})
end
return
end
-- horny animal can mate for 40 seconds,
-- afterwards horny animal cannot mate again for 200 seconds
if self.horny == true
and self.hornytimer < 240 then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= 240 then
self.hornytimer = 0
self.horny = false
end
end
-- find another same animal who is also horny and mate if close enough
if self.horny == true
and self.hornytimer <= 40 then
local pos = self.object:getpos()
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
local objs = minetest.get_objects_inside_radius(pos, 3)
local num = 0
local ent = nil
for n = 1, #objs do
ent = objs[n]:get_luaentity()
-- check for same animal with different colour
local canmate = false
if ent then
if ent.name == self.name then
canmate = true
else
local entname = string.split(ent.name,":")
local selfname = string.split(self.name,":")
if entname[1] == selfname[1] then
entname = string.split(entname[2],"_")
selfname = string.split(selfname[2],"_")
if entname[1] == selfname[1] then
canmate = true
end
end
end
end
if ent
and canmate == true
and ent.horny == true
and ent.hornytimer <= 40 then
num = num + 1
end
-- found your mate? then have a baby
if num > 1 then
self.hornytimer = 41
ent.hornytimer = 41
-- spawn baby
minetest.after(5, function()
local mob = minetest.add_entity(pos, self.name)
local ent2 = mob:get_luaentity()
local textures = self.base_texture
if self.child_texture then
textures = self.child_texture[1]
end
mob:set_properties({
textures = textures,
visual_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
},
collisionbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5,
},
})
ent2.child = true
ent2.tamed = true
ent2.owner = self.owner
end)
num = 0
break
end
end
end
end
-- find and replace what mob is looking for (grass, wheat etc.)
local replace = function(self, pos)
if not self.replace_rate
or not self.replace_what
or self.child == true
or self.object:getvelocity().y ~= 0
or random(1, self.replace_rate) > 1 then
return
end
local what, with, y_offset
if type(self.replace_what[1]) == "table" then
local num = random(#self.replace_what)
what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or ""
y_offset = self.replace_what[num][3] or 0
else
what = self.replace_what
with = self.replace_with or ""
y_offset = self.replace_offset or 0
end
pos.y = pos.y + y_offset
if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
local oldnode = {name = what}
local newnode = {name = with}
local on_replace_return
if self.on_replace then
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
end
if on_replace_return ~= false then
minetest.set_node(pos, {name = with})
-- when cow/sheep eats grass, replace wool and milk
if self.gotten == true then
self.gotten = false
self.object:set_properties(self)
end
end
end
end
-- check if daytime and also if mob is docile during daylight hours
local day_docile = function(self)
if self.docile_by_day == false then
return false
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
return true
end
end
-- path finding and smart mob routine by rnd
local smart_mobs = function(self, s, p, dist, dtime)
local s1 = self.path.lastpos
-- is it becoming stuck?
if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
end
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
-- im stuck, search for path
if (self.path.stuck_timer > stuck_timeout and not self.path.following)
or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
self.path.stuck_timer = 0
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2]
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = floor(s.x + 0.5)
s.y = floor(s.y + 0.5) - sheight
s.z = floor(s.z + 0.5)
local ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
local p1 = self.attack:getpos()
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5)
local dropheight = 10
if self.fear_height ~= 0 then dropheight = self.fear_height end
-- self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") -- "A*_noprefetch"
self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra")
-- attempt to unstick mob that is "daydreaming"
self.object:setpos({
x = s.x + 0.1 * (random() * 2 - 1),
y = s.y + 1,
z = s.z + 0.1 * (random() * 2 - 1)
})
self.state = ""
do_attack(self, self.attack)
-- no path found, try something else
if not self.path.way then
self.path.following = false
-- lets make way by digging/building if not accessible
if self.pathfinding == 2 then
-- is player higher than mob?
if s.y < p1.y then
-- build upwards
if not minetest.is_protected(s, "") then
local ndef1 = minetest.registered_nodes[self.standing_in]
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
minetest.set_node(s, {name = "default:dirt"})
end
end
local sheight = math.ceil(self.collisionbox[5]) + 1
-- assume mob is 2 blocks high so it digs above its head
s.y = s.y + sheight
-- remove one block above to make room to jump
if not minetest.is_protected(s, "") then
local node1 = node_ok(s, "air").name
local ndef1 = minetest.registered_nodes[node1]
if node1 ~= "air"
and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable then
minetest.set_node(s, {name = "air"})
minetest.add_item(s, ItemStack(node1))
end
end
s.y = s.y - sheight
self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:getyaw() + pi / 2
local p1 = {
x = s.x + cos(yaw1),
y = s.y,
z = s.z + sin(yaw1)
}
if not minetest.is_protected(p1, "") then
local node1 = node_ok(p1, "air").name
local ndef1 = minetest.registered_nodes[node1]
if node1 ~= "air"
and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
p1.y = p1.y + 1
node1 = node_ok(p1, "air").name
ndef1 = minetest.registered_nodes[node1]
if node1 ~= "air"
and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
end
end
end
-- will try again in 2 second
self.path.stuck_timer = stuck_timeout - 2
-- frustration! cant find the damn path :(
mob_sound(self, self.sounds.random)
else
-- yay i found path
mob_sound(self, self.sounds.attack)
set_velocity(self, self.walk_velocity)
-- follow path now that it has it
self.path.following = true
end
end
end
-- specific attacks
local specific_attack = function(list, what)
-- no list so attack default (player, animals etc.)
if list == nil then
return true
end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what then
return true
end
end
return false
end
-- monster find someone to attack
local monster_attack = function(self)
if self.type ~= "monster"
or not damage_enabled
or creative
or self.state == "attack"
or day_docile(self) then
return
end
local s = self.object:getpos()
local p, sp, dist
local player, obj, min_player
local type, name = "", ""
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
if objs[n]:is_player() then
if mobs.invis[ objs[n]:get_player_name() ] then
type = ""
else
player = objs[n]
type = "player"
name = "player"
end
else
obj = objs[n]:get_luaentity()
if obj then
player = obj.object
type = obj.type
name = obj.name or ""
end
end
-- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name)
and (type == "player" or type == "npc"
or (type == "animal" and self.attack_animals == true)) then
s = self.object:getpos()
p = player:getpos()
sp = s
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player to attack
if line_of_sight(self, sp, p, 2) == true
and dist < min_dist then
min_dist = dist
min_player = player
end
end
end
end
-- attack player
if min_player then
do_attack(self, min_player)
end
end
-- npc, find closest monster to attack
local npc_attack = function(self)
if self.type ~= "npc"
or not self.attacks_monsters
or self.state == "attack" then
return
end
local s = self.object:getpos()
local min_dist = self.view_range + 1
local obj, min_player = nil, nil
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
obj = objs[n]:get_luaentity()
if obj and obj.type == "monster" then
local p = obj.object:getpos()
dist = get_distance(p, s)
if dist < min_dist then
min_dist = dist
min_player = obj.object
end
end
end
if min_player then
do_attack(self, min_player)
end
end
-- follow player if owner or holding item, if fish outta water then flop
local follow_flop = function(self)
-- find player to follow
if (self.follow ~= ""
or self.order == "follow")
and not self.following
and self.state ~= "attack"
and self.state ~= "runaway" then
local s = self.object:getpos()
local players = minetest.get_connected_players()
for n = 1, #players do
if get_distance(players[n]:getpos(), s) < self.view_range
and not mobs.invis[ players[n]:get_player_name() ] then
self.following = players[n]
break
end
end
end
if self.type == "npc"
and self.order == "follow"
and self.state ~= "attack"
and self.owner ~= "" then
-- npc stop following player if not owner
if self.following
and self.owner
and self.owner ~= self.following:get_player_name() then
self.following = nil
end
else
-- stop following player if not holding specific item
if self.following
and self.following:is_player()
and follow_holding(self, self.following) == false then
self.following = nil
end
end
-- follow that thing
if self.following then
local s = self.object:getpos()
local p
if self.following:is_player() then
p = self.following:getpos()
elseif self.following.object then
p = self.following.object:getpos()
end
if p then
local dist = get_distance(p, s)
-- dont follow if out of range
if dist > self.view_range then
self.following = nil
else
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
-- anyone but standing npc's can move along
if dist > self.reach
and self.order ~= "stand" then
set_velocity(self, self.walk_velocity)
if self.walk_chance ~= 0 then
set_animation(self, "walk")
end
else
set_velocity(self, 0)
set_animation(self, "stand")
end
return
end
end
end
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
local s = self.object:getpos()
if not flight_check(self, s) then
self.state = "flop"
self.object:setvelocity({x = 0, y = -5, z = 0})
set_animation(self, "stand")
return
elseif self.state == "flop" then
self.state = "stand"
end
end
end
-- dogshoot attack switch and counter function
local dogswitch = function(self, dtime)
-- switch mode not activated
if not self.dogshoot_switch
or not dtime then
return 0
end
self.dogshoot_count = self.dogshoot_count + dtime
if (self.dogshoot_switch == 1
and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2
and self.dogshoot_count > self.dogshoot_count2_max) then
self.dogshoot_count = 0
if self.dogshoot_switch == 1 then
self.dogshoot_switch = 2
else
self.dogshoot_switch = 1
end
end
return self.dogshoot_switch
end
-- execute current state (stand, walk, run, attacks)
local do_states = function(self, dtime)
local yaw = 0
if self.state == "stand" then
if random(1, 4) == 1 then
local lp = nil
local s = self.object:getpos()
local objs = minetest.get_objects_inside_radius(s, 3)
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:getpos()
break
end
end
-- look at any players nearby, otherwise turn randomly
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
else
yaw = (random(0, 360) - 180) / 180 * pi
end
yaw = set_yaw(self.object, yaw)
end
set_velocity(self, 0)
set_animation(self, "stand")
-- npc's ordered to stand stay standing
if self.type ~= "npc"
or self.order ~= "stand" then
if self.walk_chance ~= 0
and random(1, 100) <= self.walk_chance
and is_at_cliff(self) == false then
set_velocity(self, self.walk_velocity)
self.state = "walk"
set_animation(self, "walk")
-- fly up/down randomly for flying mobs
if self.fly and random(1, 100) <= self.walk_chance then
local v = self.object:getvelocity()
local ud = random(-1, 2) / 9
self.object:setvelocity({x = v.x, y = ud, z = v.z})
end
end
end
elseif self.state == "walk" then
local s = self.object:getpos()
local lp = nil
-- is there something I need to avoid?
if self.water_damage > 0
and self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"})
end
if lp then
-- if mob in water or lava then look for land
if (self.lava_damage
and minetest.registered_nodes[self.standing_in].groups.lava)
or (self.water_damage
and minetest.registered_nodes[self.standing_in].groups.water) then
lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
"group:sand", "default:ice", "default:snowblock"})
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
-- look towards land and jump/move in that direction
yaw = set_yaw(self.object, yaw)
do_jump(self)
set_velocity(self, self.walk_velocity)
else
yaw = (random(0, 360) - 180) / 180 * pi
end
else
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
end
yaw = set_yaw(self.object, yaw)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
--yaw = random() * 2 * pi
yaw = (random(0, 360) - 180) / 180 * pi
yaw = set_yaw(self.object, yaw)
end
-- stand for great fall in front
local temp_is_cliff = is_at_cliff(self)
if temp_is_cliff
or random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
else
set_velocity(self, self.walk_velocity)
if flight_check(self)
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
set_animation(self, "fly")
else
set_animation(self, "walk")
end
end
-- runaway when punched
elseif self.state == "runaway" then
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or is_at_cliff(self) then
self.runaway_timer = 0
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
else
set_velocity(self, self.run_velocity)
set_animation(self, "walk")
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then
-- calculate distance from mob and enemy
local s = self.object:getpos()
local p = self.attack:getpos() or s
local dist = get_distance(p, s)
-- stop attacking if player or out of range
if dist > self.view_range
or not self.attack
or not self.attack:getpos()
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
--print(" ** stop attacking **", dist, self.view_range)
self.state = "stand"
set_velocity(self, 0)
set_animation(self, "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
return
end
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
if dist > self.reach then
if not self.v_start then
self.v_start = true
set_velocity(self, self.run_velocity)
self.timer = 0
self.blinktimer = 0
else
self.timer = 0
self.blinktimer = 0
set_velocity(self, self.run_velocity)
end
set_animation(self, "run")
else
set_velocity(self, 0)
set_animation(self, "punch")
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self.object:settexturemod("")
else
self.object:settexturemod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > 3 then
local pos = self.object:getpos()
local radius = self.explosion_radius or 1
-- 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
mob_sound(self, self.sounds.explode)
self.object:remove()
effect(pos, 15, "tnt_smoke.png")
-- hurt player/mobs caught in blast area
entity_physics(pos, radius)
return
end
pos.y = pos.y - 1
mobs:explosion(pos, radius, 1, 1, self.sounds.explode)
self.object:remove()
entity_physics(pos, radius)
return
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = floor(p1.y)
local p2 = p
local p_y = floor(p2.y + 1)
local v = self.object:getvelocity()
if flight_check(self, s) then
if me_y < p_y then
self.object:setvelocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:setvelocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:setvelocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:setvelocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
smart_mobs(self, s, p, dist, dtime)
end
if is_at_cliff(self) then
set_velocity(self, 0)
set_animation(self, "stand")
else
if self.path.stuck then
set_velocity(self, self.walk_velocity)
else
set_velocity(self, self.run_velocity)
end
set_animation(self, "run")
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
set_velocity(self, 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if line_of_sight(self, p2, s2) == true then
-- play attack sound
mob_sound(self, self.sounds.attack)
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = get_distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self.object, yaw)
set_velocity(self, 0)
if self.shoot_interval
and self.timer > self.shoot_interval
and random(1, 100) <= 60 then
self.timer = 0
set_animation(self, "shoot")
-- play shoot attack sound
mob_sound(self, self.sounds.shoot_attack)
local p = self.object:getpos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
local obj = minetest.add_entity(p, self.arrow)
local ent = obj:get_luaentity()
if ent then
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
local v = ent.velocity or 1 -- or set to default
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
obj:setvelocity(vec)
else
obj:remove() -- arrow entity does not exist
end
end
end
end
end
-- falling and fall damage
local falling = function(self, pos)
if self.fly then
return
end
-- floating in water (or falling)
local v = self.object:getvelocity()
if v.y > 0 then
-- apply gravity when moving up
self.object:setacceleration({
x = 0,
y = -10,
z = 0
})
elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
self.object:setacceleration({
x = 0,
y = self.fall_speed,
z = 0
})
else
-- stop accelerating once max fall speed hit
self.object:setacceleration({x = 0, y = 0, z = 0})
end
-- in water then float up
-- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if self.floats == 1 then
self.object:setacceleration({
x = 0,
y = -self.fall_speed / (max(1, v.y) ^ 2),
z = 0
})
end
else
-- fall damage onto solid ground
if self.fall_damage == 1
and self.object:getvelocity().y == 0 then
local d = (self.old_y or 0) - self.object:getpos().y
if d > 5 then
self.health = self.health - floor(d - 5)
effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
if check_for_death(self, "fall", {type = "fall"}) then
return
end
end
self.old_y = self.object:getpos().y
end
end
end
-- deal damage and effects when mob punched
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- mob health check
if self.health <= 0 then
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
return
end
-- is mob protected?
if self.protected and hitter:is_player()
and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then
minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!"))
return
end
-- weapon wear
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
-- quick error check incase it ends up 0 (serialize.h check test)
if tflp == 0 then
tflp = 0.2
end
if use_cmi then
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
else
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
damage = damage + (tool_capabilities.damage_groups[group] or 0)
* tmp * ((armor[group] or 0) / 100.0)
end
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon:get_name() then
damage = self.immune_to[n][2] or 0
break
end
end
-- healing
if damage <= -1 then
self.health = self.health - floor(damage)
return
end
-- print ("Mob Damage is", damage)
if use_cmi then
local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
if cancel then return end
end
-- add weapon wear
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
if weapon:get_definition()
and weapon:get_definition().tool_capabilities then
weapon:add_wear(floor((punch_interval / 75) * 9000))
hitter:set_wielded_item(weapon)
end
-- only play hit sound and show blood effects if damage is 1 or over
if damage >= 1 then
-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = random(0, #weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object = hitter,
max_hear_distance = 8
})
else
minetest.sound_play("default_punch", {
object = hitter,
max_hear_distance = 5
})
end
-- blood_particles
if self.blood_amount > 0
and not disable_blood then
local pos = self.object:getpos()
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
end
-- do damage
self.health = self.health - floor(damage)
-- exit here if dead, special item check
if weapon:get_name() == "mobs:pick_lava" then
if check_for_death(self, "lava", {type = "punch",
puncher = hitter}) then
return
end
else
if check_for_death(self, "hit", {type = "punch",
puncher = hitter}) then
return
end
end
--[[ add healthy afterglow when hit (can cause hit lag with larger textures)
core.after(0.1, function()
self.object:settexturemod("^[colorize:#c9900070")
core.after(0.3, function()
self.object:settexturemod("")
end)
end) ]]
-- knock back effect (only on full punch)
if self.knock_back > 0
and tflp >= punch_interval then
local v = self.object:getvelocity()
local r = 1.4 - min(punch_interval, 1.4)
local kb = r * 5
local up = 2
-- if already in air then dont go up anymore when hit
if v.y > 0
or self.fly then
up = 0
end
-- direction error check
dir = dir or {x = 0, y = 0, z = 0}
self.object:setvelocity({
x = dir.x * kb,
y = up,
z = dir.z * kb
})
self.pause_timer = r
end
end -- END if damage
-- if skittish then run away
if self.runaway == true then
local lp = hitter:getpos()
local s = self.object:getpos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
yaw = set_yaw(self.object, yaw)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
end
local name = hitter:get_player_name() or ""
-- attack puncher and call other mobs for help
if self.passive == false
and self.state ~= "flop"
and self.child == false
and hitter:get_player_name() ~= self.owner
and not mobs.invis[ name ] then
-- attack whoever punched mob
self.state = ""
do_attack(self, hitter)
-- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:getpos(), self.view_range)
local obj = nil
for n = 1, #objs do
obj = objs[n]:get_luaentity()
if obj then
-- only alert members of same mob
if obj.group_attack == true
and obj.state ~= "attack"
and obj.owner ~= name
and obj.name == self.name then
do_attack(obj, hitter)
end
-- have owned mobs attack player threat
if obj.owner == name and obj.owner_loyal then
do_attack(obj, self.object)
end
end
end
end
end
-- get entity staticdata
local mob_staticdata = function(self)
-- remove mob when out of range unless tamed
if remove_far
and self.remove_ok
and not self.tamed
and self.lifetimer < 20000 then
--print ("REMOVED " .. self.name)
self.object:remove()
return ""-- nil
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = "stand"
-- used to rotate older mobs
if self.drawtype
and self.drawtype == "side" then
self.rotate = math.rad(90)
end
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
--print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
return minetest.serialize(tmp)
end
-- activate mob and reload settings
local mob_activate = function(self, staticdata, def, dtime)
-- remove monsters in peaceful mode, or when no data
if (self.type == "monster" and peaceful_only) then
self.object:remove()
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
-- select random texture, set model and size
if not self.base_texture then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
self.base_texture = def.textures[random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
end
if self.health == 0 then
self.health = random (self.hp_min, self.hp_max)
end
-- rnd: pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- end init
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
self.old_y = self.object:getpos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.visual_size = vis_size
self.standing_in = ""
-- set anything changed above
self.object:set_properties(self)
set_yaw(self.object, (random(0, 360) - 180) / 180 * pi)
update_tag(self)
if use_cmi then
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end
-- main mob function
local mob_step = function(self, dtime)
if use_cmi then
cmi.notify_step(self.object, dtime)
end
local pos = self.object:getpos()
local yaw = 0
-- when lifetimer expires remove mob (except npc and tamed)
if self.type ~= "npc"
and not self.tamed
and self.state ~= "attack"
and remove_far ~= true
and self.lifetimer < 20000 then
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 then
-- only despawn away from player
local objs = minetest.get_objects_inside_radius(pos, 15)
for n = 1, #objs do
if objs[n]:is_player() then
self.lifetimer = 20
return
end
end
-- minetest.log("action",
-- S("lifetimer expired, removed @1", self.name))
effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
self.object:remove()
return
end
end
falling(self, pos)
-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
if self.pause_timer < 1 then
self.pause_timer = 0
end
return
end
-- run custom function (defined in mob lua file)
if self.do_custom then
-- when false skip going any further
if self.do_custom(self, dtime) == false then
return
end
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- node replace check (cow eats grass etc.)
replace(self, pos)
-- mob plays random sound at times
if random(1, 100) == 1 then
mob_sound(self, self.sounds.random)
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self.env_damage_timer = 0
do_env_damage(self)
end
monster_attack(self)
npc_attack(self)
breed(self)
follow_flop(self)
do_states(self, dtime)
do_jump(self)
end
-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
--print ("----- Damage", damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
mobs.spawning_mobs = {}
-- register mob entity
function mobs:register_mob(name, def)
mobs.spawning_mobs[name] = true
minetest.register_entity(name, {
stepheight = def.stepheight or 1.1, -- was 0.6
name = name,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in or "air",
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
do_custom = def.do_custom,
jump_height = def.jump_height or 4, -- was 6
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
lifetimer = def.lifetimer or 180, -- 3 minutes
hp_min = max(1, (def.hp_min or 5) * difficulty),
hp_max = max(1, (def.hp_max or 10) * difficulty),
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or false,
view_range = def.view_range or 5,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
damage = max(0, (def.damage or 0) * difficulty),
light_damage = def.light_damage or 0,
water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 0,
suffocation = def.suffocation or 2,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = def.on_rightclick,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow,
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 3,
blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png",
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
timer = 0,
env_damage_timer = 0, -- only used when state = "attack"
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
child = false,
gotten = false,
health = 0,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
fear_height = def.fear_height or 0,
runaway = def.runaway,
runaway_timer = 0,
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
owner_loyal = def.owner_loyal,
_cmi_is_mob = true,
on_blast = def.on_blast or do_tnt,
on_step = mob_step,
on_punch = mob_punch,
on_activate = function(self, staticdata, dtime)
return mob_activate(self, staticdata, def, dtime)
end,
get_staticdata = function(self)
return mob_staticdata(self)
end,
})
end -- END mobs:register_mob function
-- count how many mobs of one type are inside an area
local count_mobs = function(pos, type)
local num_type = 0
local num_total = 0
local objs = minetest.get_objects_inside_radius(pos, aoc_range)
for n = 1, #objs do
if not objs[n]:is_player() then
local obj = objs[n]:get_luaentity()
-- count mob type and add to total also
if obj and obj.name and obj.name == type then
num_type = num_type + 1
num_total = num_total + 1
-- add to total mobs
elseif obj and obj.name and obj.health ~= nil then
num_total = num_total + 1
end
end
end
return num_type, num_total
end
-- global functions
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.setting_get(name)
if numbers then
numbers = numbers:split(",")
chance = tonumber(numbers[1]) or chance
aoc = tonumber(numbers[2]) or aoc
if chance == 0 then
minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
return
end
minetest.log("action",
string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
end
minetest.register_abm({
label = name .. " spawning",
nodenames = nodes,
neighbors = neighbors,
interval = interval,
chance = chance,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
-- is mob actually registered?
if not mobs.spawning_mobs[name] then
--print ("--- mob doesn't exist", name)
return
end
-- do not spawn if too many of same mob in area
if active_object_count_wider >= max_per_block
or count_mobs(pos, name) >= aoc then
--print ("--- too many entities", name, aoc, active_object_count_wider)
return
end
-- if toggle set to nil then ignore day/night check
if day_toggle ~= nil then
local tod = (minetest.get_timeofday() or 0) * 24000
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
--print ("--- mob needs night", name)
return
end
else
-- night time but mob wants day
if day_toggle == true then
--print ("--- mob needs day", name)
return
end
end
end
-- spawn above node
pos.y = pos.y + 1
-- only spawn away from player
local objs = minetest.get_objects_inside_radius(pos, 10)
for n = 1, #objs do
if objs[n]:is_player() then
--print ("--- player too close", name)
return
end
end
-- mobs cannot spawn in protected areas when enabled
if spawn_protected == 1
and minetest.is_protected(pos, "") then
--print ("--- inside protected area", name)
return
end
-- are 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
-- are we spawning inside solid nodes?
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
--print ("--- feet in block", name, node_ok(pos).name)
return
end
pos.y = pos.y + 1
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
--print ("--- head in block", name, node_ok(pos).name)
return
end
-- spawn mob half block higher than ground
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, name)
if mob and mob:get_luaentity() then
-- print ("[mobs] Spawned " .. name .. " at "
-- .. minetest.pos_to_string(pos) .. " on "
-- .. node.name .. " near " .. neighbors[1])
if on_spawn and not on_spawn(mob, pos) then
return
end
else
minetest.log("warning", string.format("[mobs] %s failed to spawn at %s",
name, minetest.pos_to_string(pos)))
end
end
})
end
-- compatibility with older mob registration
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
chance, active_object_count, -31000, max_height, day_toggle)
end
-- MarkBu's spawn function
function mobs:spawn(def)
local name = def.name
local nodes = def.nodes or {"group:soil", "group:stone"}
local neighbors = def.neighbors or {"air"}
local min_light = def.min_light or 0
local max_light = def.max_light or 15
local interval = def.interval or 30
local chance = def.chance or 5000
local active_object_count = def.active_object_count or 1
local min_height = def.min_height or -31000
local max_height = def.max_height or 31000
local day_toggle = def.day_toggle
local on_spawn = def.on_spawn
mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
end
-- set content id's
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_brick = minetest.get_content_id("default:obsidianbrick")
local c_chest = minetest.get_content_id("default:chest_locked")
local c_fire = minetest.get_content_id("fire:basic_flame")
-- explosion (cannot break protected or unbreakable nodes)
function mobs:explosion(pos, radius, fire, smoke, sound)
radius = radius or 0
fire = fire or 0
smoke = smoke or 0
-- if area protected or near map limits then no blast damage
if minetest.is_protected(pos, "")
or not within_limits(pos, radius) then
return
end
-- explosion sound
if sound
and sound ~= "" then
minetest.sound_play(sound, {
pos = pos,
gain = 1.0,
max_hear_distance = 16
})
end
pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?!
local vm = VoxelManip()
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local p = {}
local pr = PseudoRandom(os.time())
for z = -radius, radius do
for y = -radius, radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius)
and data[vi] ~= c_air
and data[vi] ~= c_ignore
and data[vi] ~= c_obsidian