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server-nalc/mods/mobs/api.lua

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-- Mobs Api (9th December 2015)
2014-10-28 18:01:32 +01:00
mobs = {}
mobs.mod = "redo"
-- 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")
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mobs.protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
mobs.remove = minetest.setting_getbool("remove_far_mobs")
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-- internal functions
local pi = math.pi
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do_attack = function(self, player)
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if self.state ~= "attack" then
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if math.random(0,100) < 90
and self.sounds.war_cry then
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minetest.sound_play(self.sounds.war_cry,{
object = self.object,
max_hear_distance = self.sounds.distance
})
end
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self.state = "attack"
self.attack = player
end
end
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set_velocity = function(self, v)
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local x = 0
local z = 0
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if v and v ~= 0 then
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local yaw = (self.object:getyaw() + self.rotate) or 0
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x = math.sin(yaw) * -v
z = math.cos(yaw) * v
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end
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self.object:setvelocity({
x = x,
y = self.object:getvelocity().y,
z = z
})
end
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get_velocity = function(self)
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local v = self.object:getvelocity()
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return (v.x ^ 2 + v.z ^ 2) ^ (0.5)
end
set_animation = function(self, type)
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if not self.animation then
return
end
self.animation.current = self.animation.current or ""
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if type == "stand"
and self.animation.current ~= "stand" then
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if self.animation.stand_start
and self.animation.stand_end
and self.animation.speed_normal then
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self.object:set_animation({
x = self.animation.stand_start,
y = self.animation.stand_end},
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self.animation.speed_normal, 0)
self.animation.current = "stand"
end
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elseif type == "walk"
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and self.animation.current ~= "walk" then
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if self.animation.walk_start
and self.animation.walk_end
and self.animation.speed_normal then
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self.object:set_animation({
x = self.animation.walk_start,
y = self.animation.walk_end},
self.animation.speed_normal, 0)
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self.animation.current = "walk"
end
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elseif type == "run"
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and self.animation.current ~= "run" then
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if self.animation.run_start
and self.animation.run_end
and self.animation.speed_run then
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self.object:set_animation({
x = self.animation.run_start,
y = self.animation.run_end},
self.animation.speed_run, 0)
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self.animation.current = "run"
end
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elseif type == "punch"
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and self.animation.current ~= "punch" then
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if self.animation.punch_start
and self.animation.punch_end
and self.animation.speed_normal then
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self.object:set_animation({
x = self.animation.punch_start,
y = self.animation.punch_end},
self.animation.speed_normal, 0)
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self.animation.current = "punch"
end
end
end
-- particle effects
function effect(pos, amount, texture, max_size)
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -0, y = -2, z = -0},
maxvel = {x = 2, y = 2, z = 2},
minacc = {x = -4, y = -4, z = -4},
maxacc = {x = 4, y = 4, z = 4},
minexptime = 0.1,
maxexptime = 1,
minsize = 0.5,
maxsize = (max_size or 1),
texture = texture,
})
end
function check_for_death(self)
-- return if no change
local hp = self.object:get_hp()
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if hp == self.health then
return false
end
local pos = self.object:getpos()
-- still got some health? play hurt sound
if hp > 0 then
self.health = hp
if self.sounds.damage then
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minetest.sound_play(self.sounds.damage,{
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
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return false
end
-- drop items when dead
local obj
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for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
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obj = minetest.add_item(pos,
ItemStack(drop.name .. " "
.. math.random(drop.min, drop.max)))
if obj then
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obj:setvelocity({
x = math.random(-1, 1),
y = 6,
z = math.random(-1, 1)
})
end
end
end
-- play death sound
if self.sounds.death then
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minetest.sound_play(self.sounds.death,{
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
-- execute custom death function
if self.on_die then
self.on_die(self, pos)
end
self.object:remove()
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return true
end
-- check if within map limits (-30911 to 30927)
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function within_limits(pos, radius)
if (pos.x - radius) > -30913
and (pos.x + radius) < 30928
and (pos.y - radius) > -30913
and (pos.y + radius) < 30928
and (pos.z - radius) > -30913
and (pos.z + radius) < 30928 then
return true -- within limits
end
return false -- beyond limits
end
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-- environmental damage (water, lava, fire, light)
do_env_damage = function(self)
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-- feed/tame text timer (so mob 'full' messages dont spam chat)
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if self.htimer > 0 then
self.htimer = self.htimer - 1
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
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-- 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
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and (minetest.get_node_light(pos) or 0) > 12 then
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self.object:set_hp(self.object:get_hp() - self.light_damage)
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effect(pos, 5, "tnt_smoke.png")
end
if self.water_damage ~= 0 or self.lava_damage ~= 0 then
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pos.y = (pos.y + self.collisionbox[2]) + 0.1 -- foot level
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local nod = node_ok(pos, "air") ; -- print ("standing in "..nod.name)
local nodef = minetest.registered_nodes[nod.name]
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if not nodef then return end --MFF fix crash
pos.y = pos.y + 1
-- water
if self.water_damage ~= 0
and nodef.groups.water then
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self.object:set_hp(self.object:get_hp() - self.water_damage)
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effect(pos, 5, "bubble.png")
end
-- lava or fire
if self.lava_damage ~= 0
and (nodef.groups.lava
or nod.name == "fire:basic_flame"
or nod.name == "fire:permanent_flame") then
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self.object:set_hp(self.object:get_hp() - self.lava_damage)
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effect(pos, 5, "fire_basic_flame.png")
end
end
check_for_death(self)
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end
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-- jump if facing a solid node (not fences)
do_jump = function(self)
if self.fly
or self.child then
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return
end
local pos = self.object:getpos()
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-- what is mob standing on?
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pos.y = (pos.y + self.collisionbox[2]) - 0.2
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local nod = node_ok(pos)
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--print ("standing on:", nod.name, pos.y)
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if minetest.registered_nodes[nod.name].walkable == false
or not self.direction then
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return
end
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-- what is in front of mob?
local nod = node_ok({
x = pos.x + self.direction.x,
y = pos.y + 0.5,
z = pos.z + self.direction.z
})
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-- thin blocks that do not need to be jumped
if nod.name == "default:snow" then
return
end
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--print ("in front:", nod.name, pos.y + 0.5)
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if minetest.registered_items[nod.name].walkable
and not nod.name:find("fence")
or self.walk_chance == 0 then
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local v = self.object:getvelocity()
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v.y = self.jump_height + 1
v.x = v.x * 2.2
v.z = v.z * 2.2
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self.object:setvelocity(v)
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if self.sounds.jump then
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minetest.sound_play(self.sounds.jump, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance
})
end
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end
end
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function calc_velocity(pos1, pos2, old_vel, power)
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
vel = vector.add(vel, old_vel)
return vel
end
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-- blast damage to entities nearby (modified from TNT mod)
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function entity_physics(pos, radius, self) --/MFF (Crabman|06/23/2015)add self to use punch function
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, obj_vel, dist
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for _, obj in pairs(objs) do
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obj_pos = obj:getpos()
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--MFF DEBUT pumpkins
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obj_vel = obj:getvelocity()
if obj_vel ~= nil then
if not (obj:get_entity_name() == "__builtin:item" and self.do_not_project_items) then
obj:setvelocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10))
end
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end --MFF FIN pumpkins
--dist = math.max(1, vector.distance(pos, obj_pos))
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--local damage = math.floor((4 / dist) * radius)
--obj:set_hp(obj:get_hp() - damage)
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obj:punch(self.object, 1.0,{full_punch_interval=1.0, damage_groups = {fleshy=self.damage} })--/MFF (Crabman|06/23/2015) use punch
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end
end
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-- get node but use fallback for nil or unknown
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function node_ok(pos, fallback)
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fallback = fallback or "default:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
return minetest.registered_nodes[fallback]
end
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local nodef = minetest.registered_nodes[node.name]
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if nodef then
return node
end
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return minetest.registered_nodes[fallback]
end
-- should mob follow what I'm holding ?
function follow_holding(self, clicker)
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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
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for no = 1, #self.follow do
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if self.follow[no] == item:get_name() then
return true
end
end
end
return false
end
local function breed(self)
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-- horny animal can mate for 40 seconds,
-- afterwards horny animal cannot mate again for 200 seconds
if self.horny == true
and self.hornytimer < 240
and self.child == false then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= 240 then
self.hornytimer = 0
self.horny = false
end
end
-- child take 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
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self.object:setvelocity({
x = 0,
y = self.jump_height,
z = 0
})
end
end
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-- 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()
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
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local ents = minetest.get_objects_inside_radius(pos, 3)
local num = 0
local ent = nil
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for i, obj in ipairs(ents) do
ent = obj: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
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-- spawn baby
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minetest.after(5, function(dtime)
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 / 2,
y = self.base_size.y / 2
},
collisionbox = {
self.base_colbox[1] / 2,
self.base_colbox[2] / 2,
self.base_colbox[3] / 2,
self.base_colbox[4] / 2,
self.base_colbox[5] / 2,
self.base_colbox[6] / 2
},
})
ent2.child = true
ent2.tamed = true
ent2.owner = self.owner
end)
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num = 0
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break
end
end
end
end
function replace(self, pos)
if self.replace_rate
and self.child == false
and math.random(1, self.replace_rate) == 1 then
local pos = self.object:getpos()
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pos.y = pos.y + self.replace_offset
-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
if self.replace_what
and self.object:getvelocity().y == 0
and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then
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minetest.set_node(pos, {name = self.replace_with})
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-- 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
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-- check if daytime and also if mob is docile during daylight hours
function day_docile(self)
if self.docile_by_day == false then
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return false
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elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
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return true
end
end
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-- register mob function
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function mobs:register_mob(name, def)
minetest.register_entity(name, {
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stepheight = def.stepheight or 0.6,
name = name,
fly = def.fly,
fly_in = def.fly_in or "air",
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
do_custom = def.do_custom,
jump_height = def.jump_height or 6,
jump_chance = def.jump_chance or 0,
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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 = def.hp_min or 5,
hp_max = def.hp_max or 10,
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 = def.damage or 0,
light_damage = def.light_damage or 0,
water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 0,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
drops = def.drops or {},
armor = def.armor,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow,
jump = def.jump or true,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
--fov = def.fov or 120,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 1, --Modif MFF, default value is "or 3",
blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png",
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
timer = 0,
env_damage_timer = 0, -- only used when state = "attack"
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
child = false,
gotten = false,
health = 0,
reach = def.reach or 3,
htimer = 0,
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do_not_project_items = def.do_not_project_items or false, --MFF pumpkins
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
on_step = function(self, dtime)
local pos = self.object:getpos()
local yaw = 0
-- when lifetimer expires remove mob (except npc and tamed)
if self.type ~= "npc"
2015-10-29 21:08:23 +01:00
and not self.tamed
and self.state ~= "attack" then
self.lifetimer = self.lifetimer - dtime
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if self.lifetimer <= 0 then
2015-12-08 03:29:42 +01:00
minetest.log("action",
"lifetimer expired, removed " .. self.name)
2015-12-08 03:29:42 +01:00
effect(pos, 15, "tnt_smoke.png")
2015-12-08 03:29:42 +01:00
2014-10-28 18:01:32 +01:00
self.object:remove()
2015-12-08 03:29:42 +01:00
return
2014-10-28 18:01:32 +01:00
end
end
if not self.fly then
2015-12-08 03:29:42 +01:00
-- floating in water (or falling)
local v = self.object:getvelocity()
-- going up then apply gravity
if v.y > 0.1 then
2015-12-08 03:29:42 +01:00
self.object:setacceleration({
x = 0,
y = self.fall_speed,
z = 0
})
end
2015-07-16 00:15:56 +02:00
-- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then
2015-12-08 03:29:42 +01:00
if self.floats == 1 then
2015-12-08 03:29:42 +01:00
2015-07-16 00:15:56 +02:00
self.object:setacceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
2015-07-16 00:15:56 +02:00
z = 0
})
end
else
-- fall downwards
self.object:setacceleration({
x = 0,
y = self.fall_speed,
z = 0
})
-- fall damage
if self.fall_damage == 1
and self.object:getvelocity().y == 0 then
local d = self.old_y - self.object:getpos().y
if d > 5 then
2015-12-08 03:29:42 +01:00
self.object:set_hp(self.object:get_hp() - math.floor(d - 5))
2015-12-08 03:29:42 +01:00
effect(pos, 5, "tnt_smoke.png")
2015-12-08 03:29:42 +01:00
2015-10-10 02:46:12 +02:00
if check_for_death(self) then
return
end
end
2015-12-08 03:29:42 +01:00
self.old_y = self.object:getpos().y
2014-10-28 18:01:32 +01:00
end
end
end
-- knockback timer
if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
2015-12-08 03:29:42 +01:00
if self.pause_timer < 1 then
self.pause_timer = 0
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
return
end
-- attack timer
self.timer = self.timer + dtime
2015-12-08 03:29:42 +01:00
if self.state ~= "attack" then
2015-12-08 03:29:42 +01:00
if self.timer < 1 then
return
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
self.timer = 0
end
2015-10-29 21:08:23 +01:00
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
2015-12-08 03:29:42 +01:00
-- node replace check (cow eats grass etc.)
replace(self, pos)
-- mob plays random sound at times
if self.sounds.random
and math.random(1, 100) <= 1 then
2015-12-08 03:29:42 +01:00
minetest.sound_play(self.sounds.random, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack"
and self.env_damage_timer > 1 then
2015-12-08 03:29:42 +01:00
self.env_damage_timer = 0
2015-12-08 03:29:42 +01:00
do_env_damage(self)
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-- custom function (defined in mob lua file)
if self.do_custom then
self.do_custom(self)
end
elseif self.state ~= "attack" then
2015-12-08 03:29:42 +01:00
2015-10-29 21:08:23 +01:00
self.env_damage_timer = 0
2015-12-08 03:29:42 +01:00
do_env_damage(self)
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-- custom function
if self.do_custom then
self.do_custom(self)
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end
end
-- find someone to attack
if self.type == "monster"
and damage_enabled
and self.state ~= "attack"
and not day_docile(self) then
local s = self.object:getpos()
local p, sp, dist
local player = nil
local type = nil
local obj = nil
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local min_dist = self.view_range + 1
local min_player = nil
for _,oir in ipairs(minetest.get_objects_inside_radius(s, self.view_range)) do
if oir:is_player() then
2015-12-08 03:29:42 +01:00
player = oir
type = "player"
else
obj = oir:get_luaentity()
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if obj then
player = obj.object
type = obj.type
end
end
if type == "player"
or type == "npc" then
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s = self.object:getpos()
p = player:getpos()
sp = s
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-- aim higher to make looking up hills more realistic
p.y = p.y + 1
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sp.y = sp.y + 1
dist = vector.distance(p, s)
if dist < self.view_range then
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-- field of view check goes here
-- choose closest player to attack
if minetest.line_of_sight(sp, p, 2) == true
and dist < min_dist then
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min_dist = dist
min_player = player
2015-04-27 22:38:49 +02:00
end
end
end
end
-- attack player
if min_player then
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do_attack(self, min_player)
end
end
2014-10-28 18:01:32 +01:00
-- npc, find closest monster to attack
local min_dist = self.view_range + 1
local min_player = nil
if self.type == "npc"
and self.attacks_monsters
and self.state ~= "attack" then
local s = self.object:getpos()
local p, dist --MFF
local obj = nil
2015-12-08 03:29:42 +01:00
for _, oir in pairs(minetest.get_objects_inside_radius(s, self.view_range)) do
obj = oir:get_luaentity()
if obj
and obj.type == "monster" then
2015-12-08 03:29:42 +01:00
-- attack monster
p = obj.object:getpos()
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2015-12-12 17:35:38 +01:00
dist = vector.distance(p, s)
2015-12-08 03:29:42 +01:00
if dist < min_dist then
min_dist = dist
min_player = obj.object
end
end
end
if min_player then
2015-10-14 15:09:09 +02:00
do_attack(self, min_player)
end
end
2015-12-08 03:29:42 +01:00
-- breed and grow children
breed(self)
-- find player to follow
if (self.follow ~= ""
or self.order == "follow")
and not self.following
and self.state ~= "attack" then
2015-12-08 03:29:42 +01:00
local s, p, dist
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for _,player in pairs(minetest.get_connected_players()) do
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s = self.object:getpos()
p = player:getpos()
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dist = vector.distance(p, s)
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if dist < self.view_range then
self.following = player
break
end
2015-03-26 20:08:30 +01:00
end
end
2015-03-26 20:08:30 +01:00
if self.type == "npc"
and self.order == "follow"
and self.state ~= "attack"
and self.owner ~= "" then
2015-12-08 03:29:42 +01:00
-- 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
2015-12-08 03:29:42 +01:00
local s = self.object:getpos()
local p
2015-03-26 20:08:30 +01:00
if self.following:is_player() then
2015-12-08 03:29:42 +01:00
p = self.following:getpos()
2015-12-08 03:29:42 +01:00
elseif self.following.object then
2015-12-08 03:29:42 +01:00
p = self.following.object:getpos()
2015-03-26 20:08:30 +01:00
end
if p then
2015-12-12 17:35:38 +01:00
local dist = vector.distance(p, s)
-- dont follow if out of range
if dist > self.view_range then
self.following = nil
else
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
2015-12-08 03:29:42 +01:00
if p.x > s.x then
2015-10-14 15:09:09 +02:00
yaw = yaw + pi
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
self.object:setyaw(yaw)
-- anyone but standing npc's can move along
if dist > self.reach
and self.order ~= "stand" then
2015-12-08 03:29:42 +01:00
if (self.jump
2015-10-14 15:09:09 +02:00
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0
and self.jump_chance > 0) then
2015-12-08 03:29:42 +01:00
self.direction = {
x = math.sin(yaw) * -1,
y = 0,
z = math.cos(yaw)
}
2015-12-08 03:29:42 +01:00
do_jump(self)
end
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, self.walk_velocity)
2015-12-08 03:29:42 +01:00
if self.walk_chance ~= 0 then
set_animation(self, "walk")
2014-10-28 18:01:32 +01:00
end
else
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
set_animation(self, "stand")
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
return
2014-10-28 18:01:32 +01:00
end
end
end
if self.state == "stand" then
if math.random(1, 4) == 1 then
local lp = nil
local s = self.object:getpos()
if self.type == "npc" then
2015-12-08 03:29:42 +01:00
local o = minetest.get_objects_inside_radius(self.object:getpos(), 3)
2015-12-08 03:29:42 +01:00
for _,o in ipairs(o) do
2015-12-08 03:29:42 +01:00
if o:is_player() then
lp = o:getpos()
break
end
end
2014-10-28 18:01:32 +01:00
end
-- look at any players nearby, otherwise turn randomly
if lp then
2015-12-08 03:29:42 +01:00
2015-07-16 00:15:56 +02:00
local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z}
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
2015-12-08 03:29:42 +01:00
2015-04-20 23:12:05 +02:00
if lp.x > s.x then
2015-10-14 15:09:09 +02:00
yaw = yaw + pi
2015-04-20 23:12:05 +02:00
end
else
2015-10-14 15:09:09 +02:00
yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * pi)
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
self.object:setyaw(yaw)
end
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
set_animation(self, "stand")
-- npc's ordered to stand stay standing
if self.type == "npc"
and self.order == "stand" then
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
else
if self.walk_chance ~= 0
and math.random(1, 100) <= self.walk_chance then
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, self.walk_velocity)
self.state = "walk"
set_animation(self, "walk")
2014-10-28 18:01:32 +01:00
end
end
elseif self.state == "walk" then
local s = self.object:getpos()
local lp = minetest.find_node_near(s, 1, {"group:water"})
-- water swimmers cannot move out of water
if self.fly
and self.fly_in == "default:water_source"
and not lp then
2015-12-08 03:29:42 +01:00
print ("out of water")
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
2015-12-08 03:29:42 +01:00
-- change to undefined state so nothing more happens
self.state = "flop"
set_animation(self, "stand")
2015-12-08 03:29:42 +01:00
return
end
-- if water nearby then turn away
if lp then
2015-12-08 03:29:42 +01:00
local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z}
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
2015-12-08 03:29:42 +01:00
if lp.x > s.x then
2015-10-14 15:09:09 +02:00
yaw = yaw + pi
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
self.object:setyaw(yaw)
2015-12-08 03:29:42 +01:00
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
2015-12-08 03:29:42 +01:00
yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * pi)
self.object:setyaw(yaw)
end
-- jump when walking comes to a halt
2015-10-14 15:09:09 +02:00
if self.jump and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0 then
2015-12-08 03:29:42 +01:00
self.direction = {
x = math.sin(yaw) * -1,
y = 0,
z = math.cos(yaw)
}
2015-12-08 03:29:42 +01:00
do_jump(self)
end
2015-10-14 15:09:09 +02:00
set_velocity(self, self.walk_velocity)
set_animation(self, "walk")
if math.random(1, 100) <= 30 then
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
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
2015-12-12 17:35:38 +01:00
local dist = vector.distance(p, s)
2015-04-20 23:12:05 +02:00
-- stop attacking if no 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 then
2015-12-08 03:29:42 +01:00
--print(" ** stop attacking **", dist, self.view_range)
self.state = "stand"
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
set_animation(self, "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
2015-12-08 03:29:42 +01:00
return
end
if self.attack_type == "explode" then
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
yaw = math.atan(vec.z / vec.x) + pi / 2 - self.rotate
2015-12-08 03:29:42 +01:00
if p.x > s.x then
2015-10-14 15:09:09 +02:00
yaw = yaw + pi
end
2015-12-08 03:29:42 +01:00
self.object:setyaw(yaw)
if dist > self.reach then
2015-12-08 03:29:42 +01:00
if not self.v_start then
2015-12-08 03:29:42 +01:00
self.v_start = true
2015-10-14 15:09:09 +02:00
set_velocity(self, self.run_velocity)
self.timer = 0
self.blinktimer = 0
else
self.timer = 0
self.blinktimer = 0
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
if get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0 then
2015-12-08 03:29:42 +01:00
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, self.run_velocity)
end
2015-12-08 03:29:42 +01:00
set_animation(self, "run")
else
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
2015-12-08 03:29:42 +01:00
if self.blinktimer > 0.2 then
2015-12-08 03:29:42 +01:00
self.blinktimer = 0
2015-12-08 03:29:42 +01:00
if self.blinkstatus then
self.object:settexturemod("")
else
self.object:settexturemod("^[brighten")
2015-04-27 22:38:49 +02:00
end
2015-12-08 03:29:42 +01:00
self.blinkstatus = not self.blinkstatus
end
2015-12-08 03:29:42 +01:00
if self.timer > 3 then
2015-12-08 03:29:42 +01:00
local pos = self.object:getpos()
-- hurt player/mobs caught in blast area
2015-10-14 15:09:09 +02:00
entity_physics(pos, 3, self) --/MFF (Crabman|06/23/2015)add self to use punch function
2015-12-08 03:29:42 +01:00
if minetest.find_node_near(pos, 1, {"group:water"})
or minetest.is_protected(pos, "") then
2015-12-08 03:29:42 +01:00
if self.sounds.explode then
2015-12-08 03:29:42 +01:00
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = 16
2015-07-16 00:15:56 +02:00
})
end
2015-12-08 03:29:42 +01:00
2015-10-10 02:46:12 +02:00
self.object:remove()
2015-12-08 03:29:42 +01:00
effect(pos, 15, "tnt_smoke.png", 5)
2015-12-08 03:29:42 +01:00
return
end
2015-12-08 03:29:42 +01:00
pos.y = pos.y - 1
2015-12-08 03:29:42 +01:00
mobs:explosion(pos, 2, 0, 1, self.sounds.explode)
2015-12-08 03:29:42 +01:00
2015-10-10 02:46:12 +02:00
self.object:remove()
2015-12-08 03:29:42 +01:00
return
2014-10-28 18:01:32 +01:00
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and dist <= self.reach) then
-- fly bit modified from BlockMens creatures mod
if self.fly
and dist > self.reach then
local nod = node_ok(s)
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:getvelocity()
if nod.name == self.fly_in then
if me_y < p_y then
2015-12-08 03:29:42 +01:00
self.object:setvelocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
2015-12-08 03:29:42 +01:00
elseif me_y > p_y then
2015-12-08 03:29:42 +01:00
self.object:setvelocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
2014-10-28 18:01:32 +01:00
end
else
if me_y < p_y then
2015-12-08 03:29:42 +01:00
self.object:setvelocity({
x = v.x,
y = 0.01,
z = v.z
})
2015-12-08 03:29:42 +01:00
elseif me_y > p_y then
2015-12-08 03:29:42 +01:00
self.object:setvelocity({
x = v.x,
y = -0.01,
z = v.z
})
2014-10-28 18:01:32 +01:00
end
end
end
-- end fly bit
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
2015-12-08 03:29:42 +01:00
if p.x > s.x then
2015-10-14 15:09:09 +02:00
yaw = yaw + pi
end
2015-12-08 03:29:42 +01:00
self.object:setyaw(yaw)
-- move towards enemy if beyond mob reach
if dist > self.reach then
2015-12-08 03:29:42 +01:00
-- jump attack
if (self.jump
2015-10-14 15:09:09 +02:00
and get_velocity(self) <= 0.5
and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0
and self.jump_chance > 0) then
2015-12-08 03:29:42 +01:00
self.direction = {
x = math.sin(yaw) * -1,
y = 0,
z = math.cos(yaw)
}
2015-12-08 03:29:42 +01:00
do_jump(self)
2014-10-28 18:01:32 +01:00
end
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, self.run_velocity)
set_animation(self, "run")
2015-12-08 03:29:42 +01:00
else
2015-12-08 03:29:42 +01:00
2015-10-14 15:09:09 +02:00
set_velocity(self, 0)
set_animation(self, "punch")
2015-12-08 03:29:42 +01:00
if self.timer > 1 then
2015-12-08 03:29:42 +01:00
2014-10-28 18:01:32 +01:00
self.timer = 0
2015-12-08 03:29:42 +01:00
local p2 = p
local s2 = s
2015-12-08 03:29:42 +01:00
p2.y = p2.y + 1.5
s2.y = s2.y + 1.5
2015-12-08 03:29:42 +01:00
if minetest.line_of_sight(p2, s2) == true then
2015-12-08 03:29:42 +01:00
-- play attack sound
if self.sounds.attack then
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minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
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-- punch player
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self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
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end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and dist > self.reach) then
p.y = p.y - .5
s.y = s.y + .5
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local dist = vector.distance(p, s)
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then
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yaw = yaw + pi
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end
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self.object:setyaw(yaw)
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set_velocity(self, 0)
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if self.shoot_interval
and self.timer > self.shoot_interval
and math.random(1, 100) <= 60 then
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self.timer = 0
set_animation(self, "punch")
-- play shoot attack sound
if self.sounds.shoot_attack then
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minetest.sound_play(self.sounds.shoot_attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
local p = self.object:getpos()
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p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
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local obj = minetest.add_entity(p, self.arrow)
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local ent = obj:get_luaentity()
local amount = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
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local v = ent.velocity
ent.switch = 1
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-- 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
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obj:setvelocity(vec)
end
end
end -- END if self.state == "attack"
end,
on_activate = function(self, staticdata, dtime_s)
-- remove monsters if playing on peaceful
if self.type == "monster"
and peaceful_only then
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self.object:remove()
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return
end
-- load entity variables
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp then
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for _,stat in pairs(tmp) do
self[_] = stat
end
end
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else
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self.object:remove()
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return
end
-- select random texture, set model and size
if not self.base_texture then
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self.base_texture = def.textures[math.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 / 2,
y = self.base_size.y / 2
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] / 2,
self.base_colbox[2] / 2,
self.base_colbox[3] / 2,
self.base_colbox[4] / 2,
self.base_colbox[5] / 2,
self.base_colbox[6] / 2
}
end
if self.health == 0 then
self.health = math.random (self.hp_min, self.hp_max)
end
self.object:set_hp(self.health)
self.object:set_armor_groups({fleshy = self.armor})
self.old_y = self.object:getpos().y
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self.object:setyaw(math.random(1, 360) / 180 * pi)
self.sounds.distance = (self.sounds.distance or 10)
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.visual_size = vis_size
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-- set anything changed above
self.object:set_properties(self)
end,
get_staticdata = function(self)
-- remove mob when out of range unless tamed
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if mobs.remove
and self.remove_ok
and not self.tamed then
--print ("REMOVED", self.remove_ok, self.name)
self.object:remove()
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return nil
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = "stand"
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-- used to rotate older mobs
if self.drawtype
and self.drawtype == "side" then
self.rotate = math.rad(90)
end
local tmp = {}
for _,stat in pairs(self) do
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local t = type(stat)
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if t ~= 'function'
and t ~= 'nil'
and t ~= 'userdata' then
tmp[_] = self[_]
end
end
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-- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
return minetest.serialize(tmp)
end,
on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- no punch punch spamming
if tflp < 0.45 then
return
end
-- weapon wear
hitter:set_detach() --MFF (crabman|27/7/2015) anti usebug, immortal if attached
local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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
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weapon:add_wear(math.floor((punch_interval / 75) * 9000))
hitter:set_wielded_item(weapon)
end
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-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = math.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
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-- exit here if dead
if check_for_death(self) then
return
end
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-- blood_particles
if self.blood_amount > 0
and not disable_blood then
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local pos = self.object:getpos()
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pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 2
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effect(pos, self.blood_amount, self.blood_texture)
end
-- knock back effect
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if self.knock_back > 0 then
local v = self.object:getvelocity()
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local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * 5
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self.object:setvelocity({
x = dir.x * kb,
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y = 2,
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z = dir.z * kb
})
self.pause_timer = r
end
-- attack puncher and call other mobs for help
if self.passive == false
and not self.tamed then
if self.state ~= "attack" then
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do_attack(self, hitter)
end
-- alert others to the attack
local obj = nil
for _, oir in pairs(minetest.get_objects_inside_radius(hitter:getpos(), 5)) do
obj = oir:get_luaentity()
if obj then
if obj.group_attack == true
and not obj.tamed --MFF(crabman) group tamed don't attack
and obj.state ~= "attack" then
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do_attack(obj, hitter)
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end
end
end
end
end,
})
end -- END mobs:register_mob function
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-- global functions
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mobs.spawning_mobs = {}
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
interval, chance, active_object_count, min_height, max_height, spawn_in_area) --MFF crabman
mobs.spawning_mobs[name] = true
-- chance override in minetest.conf for registered mob
local new_chance = tonumber(minetest.setting_get(name .. "_chance"))
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if new_chance ~= nil then
chance = new_chance
print ("[Mobs Redo] Chance setting for " .. name .. " is now " .. chance)
end
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minetest.register_abm({
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nodenames = nodes,
neighbors = neighbors,
interval = interval,
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chance = chance,
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--catch_up = false,
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action = function(pos, node, _, active_object_count_wider)
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-- do not spawn if too many active entities in area
if active_object_count_wider > active_object_count
or not mobs.spawning_mobs[name]
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or not pos then --MFF fix crash
return
end
-- spawn above node
pos.y = pos.y + 1
-- mobs cannot spawn in protected areas when enabled
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if mobs.protected == 1
and minetest.is_protected(pos, "")
and not spawn_in_area then --MFF crabman
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return
end
-- check if light and height levels are ok to spawn
local light = minetest.get_node_light(pos)
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if not light
or light > max_light
or light < min_light
or pos.y > max_height
or pos.y < min_height then
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return
end
-- are we spawning inside solid nodes?
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
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return
end
pos.y = pos.y + 1
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
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return
end
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-- spawn mob half block higher than ground
pos.y = pos.y - 0.5
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local mob = minetest.add_entity(pos, name)
--local ent = mob:get_luaentity()
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if mob == false then
print ("[mobs]" .. name .. " failed to spawn at "
.. minetest.pos_to_string(pos))
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else
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-- print ("[mobs] Spawned " .. name .. " at "
-- .. minetest.pos_to_string(pos) .. " on "
-- .. node.name .. " near " .. neighbors[1])
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end
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end
})
end
-- compatibility with older mob registration
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
chance, active_object_count, -31000, max_height)
end
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-- 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")
-- explosion (cannot break protected or unbreakable nodes)
function mobs:explosion(pos, radius, fire, smoke, sound)
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radius = radius or 0
fire = fire or 0
smoke = smoke or 0
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-- 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
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if sound
and sound ~= "" then
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minetest.sound_play(sound, {
pos = pos,
gain = 1.0,
max_hear_distance = 16
})
end
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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 = {}
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
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if p.y >= -19600 --MFF
and data[vi] ~= c_air
and data[vi] ~= c_ignore
and data[vi] ~= c_obsidian
and data[vi] ~= c_brick
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and data[vi] ~= c_chest then
local n = node_ok(p).name
if not minetest.is_protected(p, "") --/MFF (Crabman|06/23/2015) re-added node protected in areas
and minetest.get_item_group(n, "unbreakable") ~= 1
and minetest.get_item_group(n, "nether") == 0 then
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-- if chest then drop items inside
if n == "default:chest"
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or n == "3dchest:chest"
or n == "bones:bones" then
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local meta = minetest.get_meta(p)
local inv = meta:get_inventory()
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for i = 1, inv:get_size("main") do
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local m_stack = inv:get_stack("main", i)
local obj = minetest.add_item(p, m_stack)
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if obj then
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obj:setvelocity({
x = math.random(-2, 2),
y = 7,
z = math.random(-2, 2)
})
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end
end
end
-- after effects
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if fire > 0
and (minetest.registered_nodes[n].groups.flammable
or math.random(1, 100) <= 30) then
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minetest.set_node(p, {name = "fire:basic_flame"})
else
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minetest.set_node(p, {name = "air"})
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if smoke > 0 then
effect(p, 2, "tnt_smoke.png", 5)
end
end
end
end
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vi = vi + 1
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end
end
end
end
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-- register arrow for shoot attack
2014-10-28 18:01:32 +01:00
function mobs:register_arrow(name, def)
if not name or not def then return end -- errorcheck
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minetest.register_entity(name, {
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physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
drop = def.drop or false,
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
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switch = 0,
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on_step = function(self, dtime)
self.timer = self.timer + 1
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local pos = self.object:getpos()
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if self.switch == 0
or self.timer > 150
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or not within_limits(pos, 0) then
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self.object:remove() ; -- print ("removed arrow")
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return
end
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if self.hit_node then
local node = node_ok(pos).name
if minetest.registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
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pos.y = pos.y + 1
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self.lastpos = (self.lastpos or pos)
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minetest.add_item(self.lastpos, self.object:get_luaentity().name)
end
self.object:remove() ; -- print ("hit node")
return
end
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end
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if (self.hit_player or self.hit_mob)
-- clear mob entity before arrow becomes active
and self.timer > (10 - (self.velocity / 2)) then
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for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
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if self.hit_player
and player:is_player() then
self.hit_player(self, player)
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self.object:remove() ; -- print ("hit player")
return
end
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if self.hit_mob
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and player:get_luaentity()
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and player:get_luaentity().name ~= self.object:get_luaentity().name
and player:get_luaentity().name ~= "__builtin:item"
and player:get_luaentity().name ~= "gauges:hp_bar"
and player:get_luaentity().name ~= "signs:text" then
self.hit_mob(self, player)
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self.object:remove() ; -- print ("hit mob")
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return
end
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end
end
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self.lastpos = pos
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end
})
end
-- Spawn Egg
function mobs:register_egg(mob, desc, background, addegg)
local invimg = background
if addegg == 1 then
invimg = invimg .. "^mobs_chicken_egg.png"
end
minetest.register_craftitem(mob, {
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description = desc,
inventory_image = invimg,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
if pos
and within_limits(pos, 0)
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and not minetest.is_protected(pos, placer:get_player_name()) then
pos.y = pos.y + 1
local mob = minetest.add_entity(pos, mob)
local ent = mob:get_luaentity()
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if ent.type ~= "monster" then
-- set owner and tame if not monster
ent.owner = placer:get_player_name()
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ent.tamed = true
end
-- if not in creative then take item
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
end
return itemstack
end,
})
end
-- capture critter (thanks to blert2112 for idea)
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
if not self.child
and clicker:is_player()
and clicker:get_inventory() then
-- get name of clicked mob
local mobname = self.name
-- if not nil change what will be added to inventory
if replacewith then
mobname = replacewith
end
local name = clicker:get_player_name()
-- is mob tamed?
if self.tamed == false
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and force_take == false then
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minetest.chat_send_player(name, "Not tamed!")
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return
end
-- cannot pick up if not owner
if self.owner ~= name
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and force_take == false then
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minetest.chat_send_player(name, self.owner.." is owner!")
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return
end
if clicker:get_inventory():room_for_item("main", mobname) then
-- was mob clicked with hand, net, or lasso?
local tool = clicker:get_wielded_item()
local chance = 0
if tool:is_empty() then
chance = chance_hand
elseif tool:get_name() == "mobs:net" then
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chance = chance_net
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tool:add_wear(4000) -- 17 uses
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clicker:set_wielded_item(tool)
elseif tool:get_name() == "mobs:magic_lasso" then
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chance = chance_lasso
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tool:add_wear(650) -- 100 uses
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clicker:set_wielded_item(tool)
end
-- return if no chance
if chance == 0 then return end
-- calculate chance.. add to inventory if successful?
if math.random(1, 100) <= chance then
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clicker:get_inventory():add_item("main", mobname)
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self.object:remove()
else
minetest.chat_send_player(name, "Missed!")
end
end
end
end
-- feeding, taming and breeding (thanks blert2112)
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function mobs:feed_tame(self, clicker, feed_count, breed, tame)
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if not self.follow then
return false
end
-- can eat/tame with item in hand
if follow_holding(self, clicker) then
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-- take item
if not minetest.setting_getbool("creative_mode") then
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local item = clicker:get_wielded_item()
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item:take_item()
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clicker:set_wielded_item(item)
end
-- heal health
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local hp = self.object:get_hp() + 4
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if hp >= self.hp_max then
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hp = self.hp_max
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if self.htimer < 1 then
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minetest.chat_send_player(clicker:get_player_name(),
self.name:split(":")[2]
.. " at full health (" .. tostring(hp) .. ")")
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self.htimer = 5
end
end
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self.object:set_hp(hp)
self.health = hp
-- make children grow quicker
if self.child == true then
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self.hornytimer = self.hornytimer + 20
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return true
end
-- feed and tame
self.food = (self.food or 0) + 1
if self.food == feed_count then
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self.food = 0
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if breed and self.hornytimer == 0 then
self.horny = true
end
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self.gotten = false
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if tame then
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self.tamed = true
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if not self.owner or self.owner == "" then
self.owner = clicker:get_player_name()
end
end
-- make sound when fed so many times
if self.sounds.random then
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minetest.sound_play(self.sounds.random, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
end
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return true
else
return false
end
end