-- Mobs Api (26th April 2015) mobs = {} mobs.mod = "redo" -- Do mobs spawn in protected areas (0=yes, 1=no) mobs.protected = 0 -- Initial settings check local damage_enabled = minetest.setting_getbool("enable_damage") local peaceful_only = minetest.setting_getbool("only_peaceful_mobs") local enable_blood = minetest.setting_getbool("mobs_enable_blood") or true function mobs:register_mob(name, def) minetest.register_entity(name, { name = name, owner = def.owner, order = def.order or "", on_die = def.on_die, jump_height = def.jump_height or 6, jump_chance = def.jump_chance or 0, rotate = def.rotate or 0, -- 0=front, 1.5=side, 3.0=back, 4.5=side2 lifetimer = def.lifetimer or 600, 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 true, view_range = def.view_range or 5, walk_velocity = def.walk_velocity or 1, run_velocity = def.run_velocity or 2, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage, lava_damage = def.lava_damage, fall_damage = def.fall_damage or 1, fall_speed = def.fall_speed or -10, -- must be lower than -2 drops = def.drops or {}, armor = def.armor, --drawtype = def.drawtype, 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 or "", 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 if state = "attack" attack = {player=nil, dist=nil}, state = "stand", tamed = false, pause_timer = 0, horny = false, hornytimer = 0, child = false, gotten = false, do_attack = function(self, player, dist) if self.state ~= "attack" then if math.random(0,100) < 90 and self.sounds.war_cry then minetest.sound_play(self.sounds.war_cry,{object = self.object}) end self.state = "attack" self.attack.player = player self.attack.dist = dist end end, set_velocity = function(self, v) if not v then v = 0 end if def.drawtype and def.drawtype == "side" then self.rotate = 1.5 end local yaw = self.object:getyaw() + self.rotate local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z}) end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^2 + v.z^2)^(0.5) end, --[[ in_fov = function(self,pos) -- checks if POS is in self's FOV local yaw = self.object:getyaw() + self.rotate local vx = math.sin(yaw) local vz = math.cos(yaw) local ds = math.sqrt(vx^2 + vz^2) local ps = math.sqrt(pos.x^2 + pos.z^2) local d = { x = vx / ds, z = vz / ds } local p = { x = pos.x / ps, z = pos.z / ps } local an = ( d.x * p.x ) + ( d.z * p.z ) a = math.deg( math.acos( an ) ) if a > ( self.fov / 2 ) then return false else return true end end, ]] set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end if type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation({x=self.animation.stand_start, y=self.animation.stand_end},self.animation.speed_normal, 0) self.animation.current = "stand" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then self.object:set_animation({x=self.animation.walk_start,y=self.animation.walk_end}, self.animation.speed_normal, 0) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end and self.animation.speed_run then self.object:set_animation({x=self.animation.run_start,y=self.animation.run_end}, self.animation.speed_run, 0) self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then self.object:set_animation({x=self.animation.punch_start,y=self.animation.punch_end}, self.animation.speed_normal, 0) self.animation.current = "punch" end end end, on_step = function(self, dtime) local yaw = 0 if self.type == "monster" and peaceful_only then self.object:remove() return end -- if lifetimer run out and not npc, tamed or attacking then remove mob if self.type ~= "npc" and not self.tamed then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and self.state ~= "attack" then for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do if obj:is_player() then minetest.log("action","lifetimer expired, removed mob "..self.name) self.object:remove() return end end end end -- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat) if self.replace_rate and math.random(1,self.replace_rate) == 1 and self.child == false then local pos = self.object:getpos() pos.y = pos.y + self.replace_offset if #minetest.find_nodes_in_area(pos,pos,self.replace_what) > 0 and self.object:getvelocity().y == 0 and self.replace_what then --and self.state == "stand" then minetest.set_node(pos, {name = self.replace_with}) end end -- jump direction (adapted from Carbone mobs), gravity, falling or floating in water if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() + self.rotate local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then if self.floats == 1 then self.object:setacceleration({x = x, y = 1.5, z = z}) end else self.object:setacceleration({x = x, y = self.fall_speed, z = z}) end else if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then if self.floats == 1 then self.object:setacceleration({x = 0, y = 1.5, z = 0}) end else self.object:setacceleration({x = 0, y = self.fall_speed, z = 0}) end end -- fall damage if self.fall_damage == 1 and self.object:getvelocity().y == 0 then local d = self.old_y - self.object:getpos().y if d > 5 then self.object:set_hp(self.object:get_hp() - math.floor(d - 5)) check_for_death(self) end self.old_y = self.object:getpos().y end -- 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 -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if self.sounds.random and math.random(1, 100) <= 1 then minetest.sound_play(self.sounds.random, {object = self.object}) end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.get_node(pos) local tod = minetest.get_timeofday() pos.y = pos.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if self.light_damage and self.light_damage ~= 0 and pos.y > 0 and (minetest.get_node_light(pos) or 0) > 10 -- direct sunlight (was 4) and tod > 0.2 and tod < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) effect(pos, 5, "tnt_smoke.png") end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) effect(pos, 5, "bubble.png") end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) effect(pos, 5, "fire_basic_flame.png") end check_for_death(self) end local do_jump = function(self) local pos = self.object:getpos() pos.y = pos.y - (-self.collisionbox[2] + self.collisionbox[5]) local nod = minetest.get_node(pos) if not nod or not minetest.registered_nodes[nod.name] or minetest.registered_nodes[nod.name].walkable == false then return end if self.direction then local nod = minetest.get_node_or_nil({x=pos.x + self.direction.x,y=pos.y+1,z=pos.z + self.direction.z}) if nod and nod.name and (nod.name ~= "air" or self.walk_chance == 0) then local def = minetest.registered_items[nod.name] if (def and def.walkable and not nod.name:find("fence")) or self.walk_chance == 0 then local v = self.object:getvelocity() v.y = self.jump_height + 1 v.x = v.x * 2.2 v.z = v.z * 2.2 self.object:setvelocity(v) if self.sounds.jump then minetest.sound_play(self.sounds.jump, {object = self.object}) end end end end end -- environmental damage timer self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end -- find someone to attack if self.type == "monster" and damage_enabled and self.state ~= "attack" then local s = self.object:getpos() local p, sp, dist local player = nil local type = nil local obj = nil 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 player = oir type = "player" else obj = oir:get_luaentity() if obj then player = obj.object type = obj.type end end if type == "player" or type == "npc" then local s = self.object:getpos() local p = player:getpos() local sp = s p.y = p.y + 1 sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < self.view_range then -- and self.in_fov(self,p) then -- choose closest player to attack if minetest.line_of_sight(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 self.do_attack(self, min_player, min_dist) end end -- 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 obj = nil 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 -- attack monster p = obj.object:getpos() dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < min_dist then min_dist = dist min_player = obj.object end end end if min_player then self.do_attack(self, min_player, min_dist) end 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 and self.child == false then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= 240 then self.hornytimer = 0 self.horny = false end end -- if animal is 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 = {x=self.visual_size.x,y=self.visual_size.y}, collisionbox = self.collisionbox, }) end end -- if animal is horny, find another same animal who is horny and mate if self.horny == true and self.hornytimer <= 40 then local pos = self.object:getpos() ; pos.y = pos.y + 1 effect(pos, 4, "heart.png") ; pos.y = pos.y - 1 local ents = minetest.get_objects_inside_radius(pos, self.view_range) local num = 0 local ent = nil for i,obj in ipairs(ents) do ent = obj:get_luaentity() if ent and ent.name == self.name and ent.horny == true and ent.hornytimer <= 40 then num = num + 1 end if num > 1 then self.hornytimer = 41 ent.hornytimer = 41 minetest.after(7, function(dtime) local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture if def.child_texture then textures = def.child_texture[1] end mob:set_properties({ textures = textures, visual_size = {x=self.visual_size.x/2,y=self.visual_size.y/2}, collisionbox = {self.collisionbox[1]/2, self.collisionbox[2]/2, self.collisionbox[3]/2, self.collisionbox[4]/2, self.collisionbox[5]/2, self.collisionbox[6]/2}, }) ent2.child = true ent2.tamed = true ent2.following = ent -- follow mother end) num = 0 break end end end -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" then local s, p, dist for _,player in pairs(minetest.get_connected_players()) do s = self.object:getpos() p = player:getpos() dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < self.view_range then self.following = player break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" then -- npc stop following player if not owner if self.following and self.type == "npc" 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 self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil end end -- follow player or mob if self.following then local s = self.object:getpos() local p if self.following.is_player and 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 = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range then self.following = nil else local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) -- anyone but standing npc's can move along if dist > 2 and self.order ~= "stand" then if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then self.direction = {x = math.sin(yaw)*-1, y = -20, z = math.cos(yaw)} do_jump(self) end self.set_velocity(self, self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation("walk") end else self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then -- randomly turn if math.random(1, 4) == 1 then -- if there is a player nearby look at them local lp = nil local s = self.object:getpos() if self.type == "npc" then local o = minetest.get_objects_inside_radius(self.object:getpos(), 3) local yaw = 0 for _,o in ipairs(o) do if o:is_player() then lp = o:getpos() break end end end if lp ~= nil then local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z} yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if lp.x > s.x then yaw = yaw+math.pi end else yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi) end self.object:setyaw(yaw) end self.set_velocity(self, 0) self.set_animation(self, "stand") -- npc's ordered to stand stay standing if self.type == "npc" and self.order == "stand" then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") else if self.walk_chance ~= 0 and math.random(1, 100) <= self.walk_chance then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end -- jumping mobs only if self.jump_chance ~= 0 and math.random(1, 100) <= self.jump_chance then self.direction = {x=0, y=0, z=0} do_jump(self) self.set_velocity(self, self.walk_velocity) end end elseif self.state == "walk" then local s = self.object:getpos() -- if there is water nearby, try to avoid it local lp = minetest.find_node_near(s, 2, {"group:water"}) if lp ~= nil then local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z} yaw = math.atan(vec.z/vec.x) + 3*math.pi / 2 + self.rotate if lp.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) -- no water near, so randomly turn elseif math.random(1, 100) <= 30 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then self.direction = {x = math.sin(yaw)*-1, y = -20, z = math.cos(yaw)} do_jump(self) end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 30 then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end -- exploding mobs elseif self.state == "attack" and self.attack_type == "explode" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") self.timer = 0 self.blinktimer = 0 return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.timer = 0 self.blinktimer = 0 self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self:set_animation("walk") self.attack.dist = dist end local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 + self.rotate if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 3 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) self.timer = 0 self.blinktimer = 0 else self.timer = 0 self.blinktimer = 0 if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) 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 = vector.round(self.object:getpos()) entity_physics(pos, 3) -- hurt player/mobs caught in blast area if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then self.object:remove() if self.sounds.explode ~= "" then minetest.sound_play(self.sounds.explode, {pos = pos, gain = 1.0, max_hear_distance = 16}) end effect(pos, 10, "tnt_smoke.png") return end self.object:remove() if self.sounds.explode ~= "" then minetest.sound_play(self.sounds.explode, {pos = pos, gain = 1.0, max_hear_distance = 16}) end pos.y = pos.y + 1 effect(pos, 15, "tnt_smoke.png", 5) return end self.object:remove() mobs:explosion(pos, 2, 0, 1, "tnt_explode", self.sounds.explode) end end -- end of exploding mobs elseif self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:getpos() then print("stop attacking") self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) -- attack distance is 2 + half of mob width so the bigger mobs can attack (like slimes) if self.attack.dist > ((-self.collisionbox[1]+self.collisionbox[4])/2)+2 then -- jump attack if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then self.direction = {x = math.sin(yaw)*-1, y = -20, z = math.cos(yaw)} do_jump(self) end self.set_velocity(self, self.run_velocity) self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") if self.timer > 1 then self.timer = 0 local p2 = p local s2 = s p2.y = p2.y + 1.5 s2.y = s2.y + 1.5 if minetest.line_of_sight(p2,s2) == true then if self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy=self.damage} }, vec) if self.attack.player:get_hp() <= 0 then self.state = "stand" self:set_animation("stand") end end end end elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() p.y = p.y - .5 s.y = s.y + .5 local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.set_velocity(self, 0) if self.type ~= "npc" then self.attack = {player=nil, dist=nil} end self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.shoot_interval and self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2 local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5 local v = obj:get_luaentity().velocity vec.y = vec.y + self.shoot_offset -- this makes shoot aim accurate vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) end end end, on_activate = function(self, staticdata, dtime_s) local pos = self.object:getpos() self.object:set_hp( math.random(self.hp_min, self.hp_max) ) -- set HP self.oldhp = self.object:get_hp(self) self.object:set_armor_groups({fleshy=self.armor}) self.object:setacceleration({x=0, y= self.fall_speed, z=0}) self.state = "stand" self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) ; self.old_y = self.object:getpos().y self.object:setyaw(math.random(1, 360)/180*math.pi) if self.type == "monster" and peaceful_only then self.object:remove() end if staticdata then local tmp = minetest.deserialize(staticdata) if tmp then if tmp.lifetimer then self.lifetimer = tmp.lifetimer end if tmp.tamed then self.tamed = tmp.tamed end if tmp.gotten then self.gotten = tmp.gotten end if tmp.child then self.child = tmp.child end if tmp.horny then self.horny = tmp.horny end if tmp.hornytimer then self.hornytimer = tmp.hornytimer end if tmp.textures then self.textures = tmp.textures end if tmp.mesh then self.mesh = tmp.mesh end if tmp.base_texture then self.base_texture = tmp.base_texture end if tmp.base_mesh then self.base_mesh = tmp.base_mesh end end end -- quick fix for dog so it doesn't revert back to wolf if self.type == "monster" and self.tamed == true then self.type = "npc" end end, get_staticdata = function(self) -- select random texture, set model if not self.base_texture then self.base_texture = def.textures[math.random(1,#def.textures)] self.base_mesh = def.mesh end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.visual_size local colbox = self.collisionbox -- 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 -- if object is child then set half size if self.child == true then vis_size = {x=self.visual_size.x/2,y=self.visual_size.y/2} if def.child_texture then textures = def.child_texture[1] end colbox = {self.collisionbox[1]/2, self.collisionbox[2]/2, self.collisionbox[3]/2, self.collisionbox[4]/2, self.collisionbox[5]/2, self.collisionbox[6]/2} end -- remember settings local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, gotten = self.gotten, child = self.child, horny = self.horny, hornytimer = self.hornytimer, mesh = mesh, textures = textures, visual_size = vis_size, base_texture = self.base_texture, collisionbox = colbox, } self.object:set_properties(tmp) return minetest.serialize(tmp) end, on_punch = function(self, hitter, tflp, tool_capabilities, dir) process_weapon(hitter,tflp,tool_capabilities) check_for_death(self) --blood_particles local pos = self.object:getpos() pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 2 if self.blood_amount > 0 and pos and enable_blood == true then effect(pos, self.blood_amount, self.blood_texture) end -- knock back effect, adapted from blockmen's pyramids mod -- https://github.com/BlockMen/pyramids local kb = self.knock_back local r = self.recovery_time local ykb = 2 local v = self.object:getvelocity() if tflp < tool_capabilities.full_punch_interval then kb = kb * ( tflp / tool_capabilities.full_punch_interval ) r = r * ( tflp / tool_capabilities.full_punch_interval ) end if v.y ~= 0 then ykb = 0 end self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb}) self.pause_timer = r -- attack puncher and call other mobs for help if self.passive == false and not self.tamed then if self.state ~= "attack" then self.do_attack(self,hitter,1) 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 obj.state ~= "attack" then obj.do_attack(obj,hitter,1) end end end end end, }) end mobs.spawning_mobs = {} function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height) mobs.spawning_mobs[name] = true minetest.register_abm({ nodenames = nodes, neighbors = neighbors, interval = interval, chance = chance, action = function(pos, node, _, active_object_count_wider) -- do not spawn if too many active in area if active_object_count_wider > active_object_count or not mobs.spawning_mobs[name] or not pos then return end -- spawn above node pos.y = pos.y + 1 -- mobs cannot spawn inside protected areas if enabled if mobs.protected == 1 and minetest.is_protected(pos, "") then return end -- check if light and height levels are ok to spawn local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light or pos.y > max_height or pos.y < min_height then return end -- are we spawning inside a solid node? local nod = minetest.get_node_or_nil(pos) if not nod or not nod.name or not minetest.registered_nodes[nod.name] or minetest.registered_nodes[nod.name].walkable == true then return end pos.y = pos.y + 1 nod = minetest.get_node_or_nil(pos) if not nod or not nod.name or not minetest.registered_nodes[nod.name] or minetest.registered_nodes[nod.name].walkable == true then return end if minetest.setting_getbool("display_mob_spawn") then minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos)) end -- spawn mob half block higher pos.y = pos.y - 0.5 minetest.add_entity(pos, name) --print ("Spawned "..name.." at "..minetest.pos_to_string(pos).." on "..node.name.." near "..neighbors[1]) 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 -- 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 -- explosion function mobs:explosion(pos, radius, fire, smoke, sound) -- node hit, bursts into flame (cannot blast through obsidian or protection redo mod items) if not fire then fire = 0 end if not smoke then smoke = 0 end local pos = vector.round(pos) local radius = 1 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 undestroyed = { --Modif MFF DEBUT minetest.get_content_id("air"), minetest.get_content_id("ignore"), minetest.get_content_id("default:obsidian"), minetest.get_content_id("default:obsidianbrick"), minetest.get_content_id("default:chest_locked"), minetest.get_content_id("doors:door_steel_b_1"), minetest.get_content_id("doors:door_steel_t_1"), minetest.get_content_id("doors:door_steel_b_2"), minetest.get_content_id("doors:door_steel_t_2"), minetest.get_content_id("default:bedrock"), minetest.get_content_id("default:obsidian_cooled"), minetest.get_content_id("more_chests:cobble"), minetest.get_content_id("more_chests:shared"), minetest.get_content_id("more_chests:secret"), minetest.get_content_id("more_chests:dropbox"), minetest.get_content_id("more_chests:shared_chest") } --Modif MFF DEBUT 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") if sound and sound ~= "" then minetest.sound_play(sound, {pos = pos, gain = 1.0, max_hear_distance = 16}) end 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 data[vi] ~= c_air and data[vi] ~= c_ignore and data[vi] ~= c_obsidian and data[vi] ~= c_brick and data[vi] ~= c_chest then local n = minetest.get_node(p).name -- do NOT destroy protection nodes but DO destroy nodes in protected area if not n:find("protector:") --and not minetest.is_protected(p, "") and minetest.get_item_group(n.name, "unbreakable") ~= 1 then -- if chest then drop items inside if n == "default:chest" then local meta = minetest.get_meta(p) local inv = meta:get_inventory() for i = 1,32 do local m_stack = inv:get_stack("main",i) local obj = minetest.add_item(pos,m_stack) if obj then obj:setvelocity({x=math.random(-2,2), y=7, z=math.random(-2,2)}) end end end end if n.name == "doors:door_wood_b_1" then minetest.remove_node({x=np.x,y=np.y+1,z=np.z}) elseif n.name == "doors:door_wood_t_1" then minetest.remove_node({x=np.x,y=np.y-1,z=np.z}) end if fire > 0 and (minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 30) then minetest.set_node(p, {name="fire:basic_flame"}) else minetest.remove_node(p) end if smoke > 0 then effect(p, 2, "tnt_smoke.png", 5) end end end vi = vi + 1 end end end end -- on mob death drop items function check_for_death(self) local hp = self.object:get_hp() if hp > 0 then if self.sounds.damage ~= nil and hp < self.oldhp then minetest.sound_play(self.sounds.damage,{object = self.object}) self.oldhp = hp end return end local pos = self.object:getpos() pos.y = pos.y + 0.5 -- drop items half a block higher self.object:remove() local obj = nil for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then obj = minetest.add_item(pos, ItemStack(drop.name.." "..math.random(drop.min, drop.max))) if obj then obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)}) end end end if self.sounds.death ~= nil then minetest.sound_play(self.sounds.death,{object = self.object}) end if self.on_die then pos.y = pos.y - 0.5 self.on_die(self, pos) end end -- from TNT mod 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 -- modified from TNT mod function entity_physics(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, obj_vel, dist for _, obj in pairs(objs) do obj_pos = obj:getpos() obj_vel = obj:getvelocity() dist = math.max(1, vector.distance(pos, obj_pos)) if obj_vel ~= nil then obj:setvelocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10)) end local damage = (4 / dist) * radius obj:set_hp(obj:get_hp() - damage) end end -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end -- errorcheck minetest.register_entity(name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, drop = def.drop or false, collisionbox = {0,0,0,0,0,0}, -- remove box around arrows on_step = function(self, dtime) self.timer = (self.timer or 0) + 1 if self.timer > 150 then self.object:remove() return end local engage = 10 - (self.velocity / 2) -- clear entity before arrow becomes active local pos = self.object:getpos() local node = minetest.get_node(self.object:getpos()).name -- hit node you can walk on if self.hit_node and node and minetest.registered_nodes[node] and minetest.registered_nodes[node].walkable then self.hit_node(self, pos, node) if self.drop == true then pos.y = pos.y + 1 ; self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove() return end if self.hit_player or self.hit_mob then for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do -- hit player if self.hit_player and self.timer > engage and player:is_player() then self.hit_player(self, player) self.object:remove() return end -- hit mob if self.hit_mob and self.timer > engage and player:get_luaentity().name ~= self.object:get_luaentity().name and player:get_luaentity().name ~= "__builtin:item" then self.hit_mob(self, player) self.object:remove() return end end self.lastpos = pos end end }) end function process_weapon(player, time_from_last_punch, tool_capabilities) local weapon = player:get_wielded_item() if tool_capabilities ~= nil then local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535 weapon:add_wear(wear) player:set_wielded_item(weapon) 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, { description = desc, inventory_image = invimg, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then pos.y = pos.y + 0.5 minetest.add_entity(pos, mob) itemstack:take_item() end return itemstack end, }) end