-- Mobs Api (1st March 2015) mobs = {} -- Set global for other mod checks (e.g. Better HUD uses this) mobs.mod = "redo" -- Do mobs spawn in protected areas (0=yes, 1=no) mobs.protected = 0 -- Initial check to see if damage is enabled local damage_enabled = minetest.setting_getbool("enable_damage") -- Check to see if in peaceful mode local peaceful_only = minetest.setting_getbool("only_peaceful_mobs") function mobs:register_mob(name, def) minetest.register_entity(name, { name = name, hp_min = def.hp_min or 5, hp_max = def.hp_max, physical = true, collisionbox = def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, --textures = def.textures, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage, lava_damage = def.lava_damage, fall_damage = def.fall_damage or true, drops = def.drops, 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, jump = def.jump or true, exp_min = def.exp_min or 0, exp_max = def.exp_max or 0, 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, --knock_back = def.knock_back or 3, blood_offset = def.blood_offset or 0, 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 stimer = 0, timer = 0, env_damage_timer = 0, -- only if state = "attack" attack = {player=nil, dist=nil}, state = "stand", v_start = false, old_y = nil, lifetimer = 600, tamed = false, last_state = nil, pause_timer = 0, 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) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end 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() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end 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() end self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then local player_count = 0 for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do if obj:is_player() then player_count = player_count+1 break -- only really need 1 player to be found end end if player_count == 0 and self.state ~= "attack" then minetest.log("action","lifetimer expired, removed mob "..self.name) self.object:remove() return end end -- drop egg if name == "mobs:chicken" then if math.random(1, 3000) <= 1 and minetest.get_node(self.object:getpos()).name == "air" and self.state == "stand" then minetest.set_node(self.object:getpos(), {name="mobs:egg"}) end end -- gravity, falling or floating in water if self.floats == 1 then if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then self.object:setacceleration({x = 0, y = 1.5, z = 0}) else self.object:setacceleration({x = 0, y = -10, z = 0}) -- 14.5 end else self.object:setacceleration({x=0, y=-10, z=0}) end -- fall damage if self.fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) check_for_death(self) end self.old_y = self.object:getpos().y end end -- if pause state then this is where the loop ends -- pause is only set after a monster is hit 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 self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if self.sounds and 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 lit = minetest.get_node_light(pos) or 0 local tod = minetest.get_timeofday() if self.light_damage and self.light_damage ~= 0 and pos.y > 0 and lit > 4 and tod > 0.2 and tod < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) ; --print ("light damage") 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) ; --print ("water damage") 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) ; --print ("lava damage") end check_for_death(self) end 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" or self.type == "barbarian" ) and damage_enabled and self.state ~= "attack" then local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) local player = nil local type = nil for _,oir in ipairs(inradius) do if oir:is_player() then player = oir type = "player" else local 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 if minetest.line_of_sight(sp,p,2) == true then self.do_attack(self,player,dist) break end end end end end -- NPC FIND A MONSTER TO ATTACK -- if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then -- local s = self.object:getpos() -- local inradius = minetest.get_objects_inside_radius(s,self.view_range) -- for _, oir in pairs(inradius) do -- local obj = oir:get_luaentity() -- if obj then -- if obj.type == "monster" or obj.type == "barbarian" then -- -- attack monster -- local p = obj.object:getpos() -- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 -- self.do_attack(self,obj.object,dist) -- break -- end -- end -- end -- end if self.follow ~= "" and not self.following then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if self.view_range and dist < self.view_range then self.following = player break end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil else local s = self.object:getpos() local p = self.following: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 then self.following = nil self.v_start = false 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 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.jump and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 6 self.object:setvelocity(v) end self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false 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 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end 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") if math.random(1, 100) <= self.walk_chance then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" then if 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 local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) 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 elseif self.state == "attack" and self.attack_type == "kamicaze" 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 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end 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) <= 1.58 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 + dtime if self.blinktimer > 0.2 then self.blinktimer = self.blinktimer - 0.2 if self.blinkstatus then self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > 3 then local pos = self.object:getpos() pos.x = math.floor(pos.x+0.5) pos.y = math.floor(pos.y+0.5) pos.z = math.floor(pos.z+0.5) do_tnt_physics(pos, 3) local meta = minetest.get_meta(pos) minetest.sound_play("tnt_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,}) if minetest.get_node(pos).name == "default:water_source" or minetest.get_node(pos).name == "default:water_flowing" or minetest.is_protected(pos, "tnt") then self.object:remove() return end for x=-3,3 do for y=-3,3 do for z=-3,3 do if x*x+y*y+z*z <= 3 * 3 + 3 then local np={x=pos.x+x,y=pos.y+y,z=pos.z+z} local n = minetest.get_node(np) if n.name ~= "air" and n.name ~= "default:obsidian" and n.name ~= "default:bedrock" and n.name ~= "protector:protect" then activate_if_tnt(n.name, np, pos, 3) minetest.remove_node(np) nodeupdate(np) if n.name ~= "tnt:tnt" and math.random() > 0.9 then local drop = minetest.get_node_drops(n.name, "") for _,item in ipairs(drop) do if type(item) == "string" then if math.random(1,100) > 40 then local obj = minetest.add_item(np, item) end end end end end end end end self.object:remove() end end end 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.v_start = false 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 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.jump and 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:set_animation("punch") self.v_start = false 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 and 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.v_start = false 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 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds and 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) ) -- reset HP self.object:set_armor_groups({fleshy=self.armor}) self.object:setacceleration({x=0, y=-10, z=0}) self.state = "stand" self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) self.object:setyaw(math.random(1, 360)/180*math.pi) if self.type == "monster" and peaceful_only then self.object:remove() end if self.type ~= "npc" then self.lifetimer = 600 - dtime_s end if staticdata then local tmp = minetest.deserialize(staticdata) if tmp then if tmp.lifetimer then self.lifetimer = tmp.lifetimer - dtime_s end if tmp.tamed then self.tamed = tmp.tamed end if tmp.gotten then -- using this variable for obtaining something from mob (milk/wool) self.gotten = tmp.gotten end end end if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then self.object:remove() end -- Internal check to see if player damage is still enabled damage_enabled = minetest.setting_getbool("enable_damage") end, get_staticdata = function(self) local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, gotten = self.gotten, textures = def.available_textures["texture_"..math.random(1,def.available_textures["total"])], } 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) local pos = self.object:getpos() check_for_death(self) --blood_particles if self.blood_amount > 0 and pos then local p = pos p.y = p.y + self.blood_offset minetest.add_particlespawner({ amount = self.blood_amount, time = 0.25, minpos = {x=p.x-0.2, y=p.y-0.2, z=p.z-0.2}, maxpos = {x=p.x+0.2, y=p.y+0.2, z=p.z+0.2}, 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 = 1, texture = 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 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 local ykb=2 local v = self.object:getvelocity() 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 then if self.state ~= "attack" then self.do_attack(self,hitter,1) end -- alert other NPCs to the attack local inradius = minetest.get_objects_inside_radius(hitter:getpos(),5) for _, oir in pairs(inradius) do local 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:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) mobs.spawning_mobs[name] = true minetest.register_abm({ nodenames = nodes, neighbors = {"air"}, interval = 30, chance = chance, action = function(pos, node, _, active_object_count_wider) -- do not spawn if too many in one active 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 -- Check if protected area, if so mobs will not spawn if mobs.protected == 1 and minetest.is_protected(pos, "") then return end -- check if light and height levels are ok to spawn if not minetest.get_node_light(pos) or minetest.get_node_light(pos) > max_light or minetest.get_node_light(pos) < min_light or pos.y > max_height then return end -- are we spawning inside a node? local nod = minetest.get_node_or_nil(pos) if not nod then return end if 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 then return end if 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 local mob = minetest.add_entity(pos, name) -- set mob health (randomly between min and max) if mob then mob = mob:get_luaentity() mob.object:set_hp( math.random(mob.hp_min, mob.hp_max) ) end end }) end -- on mob death drop items function check_for_death(self) if self.object:get_hp() < 1 then local pos = self.object:getpos() pos.y = pos.y + 0.5 -- drop items half a block higher self.object:remove() for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max)) local obj = minetest.add_item(pos, d) 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 end end function mobs:register_arrow(name, def) 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, collisionbox = {0,0,0,0,0,0}, -- remove box around arrows on_step = function(self, dtime) local pos = self.object:getpos() local node = minetest.get_node(self.object:getpos()).name if minetest.registered_nodes[node].walkable then self.hit_node(self, pos, node) self.object:remove() return end for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do if player:is_player() then self.hit_player(self, player) self.object:remove() return end 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 -- 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=player,}) -- else -- minetest.sound_play("default_sword_wood", {object = player,}) -- 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