-- Mobs Api (15th July 2015) mobs = {} mobs.mod = "redo" -- Do mobs spawn in protected areas (0=yes, 1=no) mobs.protected = 1 -- 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 mobs.protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or mobs.protected function mobs:register_mob(name, def) minetest.register_entity(name, { 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, rotate = def.rotate or 0, -- 0=front, 1.5=side, 3.0=back, 4.5=side2 lifetimer = def.lifetimer or 600, -- default is 180 now 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, 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 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, health = 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, max_hear_distance = self.sounds.distance }) end self.state = "attack" self.attack.player = player self.attack.dist = dist end end, set_velocity = function(self, v) v = (v or 0) 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) 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 minetest.log("action","lifetimer expired, removed "..self.name) effect(self.object:getpos(), 15, "tnt_smoke.png") self.object:remove() return end end -- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat) if self.replace_rate and self.child == false and math.random(1,self.replace_rate) == 1 then local pos = self.object:getpos() local nodeunder = minetest.get_node_or_nil({x=pos.x, y=pos.y-1, z=pos.z}) 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 and nodeunder and nodeunder.name ~= "air" then --and self.state == "stand" then minetest.set_node(pos, {name = self.replace_with}) end end local yaw = 0 -- jump direction (adapted from Carbone mobs), gravity, falling or floating in water if not self.fly then -- floating in water (or falling) local pos = self.object:getpos() local nod = minetest.get_node_or_nil(pos) if nod then nod = nod.name else nod = "default:dirt" end local nodef = minetest.registered_nodes[nod] if not nodef then nodef = {groups = {}} end local v = self.object:getvelocity() if v.y > 0.1 then self.object:setacceleration({ x = 0, y= self.fall_speed, z = 0 }) end if nodef.groups.water then if self.floats == 1 then self.object:setacceleration({ x = 0, y = -self.fall_speed / (math.max(1, v.y) ^ 2), z = 0 }) end else 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 self.object:set_hp(self.object:get_hp() - math.floor(d - 5)) effect(self.object:getpos(), 5, "tnt_smoke.png") check_for_death(self) end self.old_y = self.object:getpos().y end end 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, max_hear_distance = self.sounds.distance }) end local do_env_damage = function(self) local pos = self.object:getpos() local tod = minetest.get_timeofday() -- daylight above ground if self.light_damage ~= 0 and pos.y > 0 and tod > 0.2 and tod < 0.8 and (minetest.get_node_light(pos) or 0) > 12 then self.object:set_hp(self.object:get_hp() - self.light_damage) effect(pos, 5, "tnt_smoke.png") check_for_death(self) end pos.y = pos.y + self.collisionbox[2] -- foot level local nod = minetest.get_node_or_nil(pos) if not nod then return end ; -- print ("standing in "..nod.name) local nodef = minetest.registered_nodes[nod.name] if not nodef then return end pos.y = pos.y + 1 -- water if self.water_damage ~= 0 and nodef.groups.water then self.object:set_hp(self.object:get_hp() - self.water_damage) effect(pos, 5, "bubble.png") check_for_death(self) end -- lava or fire if self.lava_damage ~= 0 and (nodef.groups.lava or nod.name == "fire:basic_flame") then self.object:set_hp(self.object:get_hp() - self.lava_damage) effect(pos, 5, "fire_basic_flame.png") check_for_death(self) end end local do_jump = function(self) if self.fly then return end self.jumptimer = (self.jumptimer or 0) + 1 if self.jumptimer < 3 then local pos = self.object:getpos() pos.y = (pos.y + self.collisionbox[2]) - 0.2 local nod = minetest.get_node(pos) --print ("standing on:", nod.name, pos.y) 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 pos.y = pos.y + 0.5 local nod = minetest.get_node_or_nil({ x = pos.x + self.direction.x, y = pos.y, z = pos.z + self.direction.z }) --print ("in front:", nod.name, pos.y) 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, max_hear_distance = self.sounds.distance }) end end end end else self.jumptimer = 0 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 s = self.object:getpos() p = player:getpos() sp = s p.y = p.y + 1 sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic 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 p, dist 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() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png") 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() -- quick fix for racist sheep if ent and string.find(ent.name, "mobs:sheep_") then ent.name = "mobs:sheep" end 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 -- custom function (defined in mob lua file) if self.do_custom then self.do_custom(self) 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} 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 > 4 --/MFF (Crabman|07/14/2015) follow but at distance, default value is 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 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() 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 print ("out of water") self.set_velocity(self, 0) self.state = "flop" -- change to undefined state so nothing more happens self:set_animation("stand") return end -- if water nearby then turn away if lp 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) -- otherwise 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} yaw = math.atan(vec.z / vec.x) + math.pi / 2 + self.rotate -- local 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, self) -- hurt player/mobs caught in blast area --/MFF (Crabman|06/23/2015)add self to use punch function 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, 15, "tnt_smoke.png", 5) return end self.object:remove() pos.y = pos.y - 1 mobs:explosion(pos, 2, 0, 1, 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 -- fly bit modified from BlockMens creatures mod if self.fly and dist > 2 then local nod = minetest.get_node_or_nil(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 and nod.name == self.fly_in then if me_y < p_y then self.object:setvelocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:setvelocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:setvelocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:setvelocity({ x = v.x, y = -0.01, z = v.z }) end end end -- end fly bit 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} yaw = (math.atan(vec.z / vec.x) + math.pi / 2) + self.rotate -- local 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, max_hear_distance = self.sounds.distance }) 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 local s = self.object:getpos() local p = self.attack.player:getpos() if not p then self.state = "stand" return end 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) 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} 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, max_hear_distance = self.sounds.distance }) 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) if self.type == "monster" and peaceful_only then self.object:remove() end self.health = math.random (self.hp_min, self.hp_max) -- set initial HP self.object:set_hp( self.health ) self.health = self.object:get_hp() 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) self.sounds.distance = (self.sounds.distance or 10) 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 if tmp.owner then self.owner = tmp.owner end if tmp.health then self.health = tmp.health self.object:set_hp( self.health ) end end 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, owner = self.owner, health = self.health, } self.object:set_properties(tmp) return minetest.serialize(tmp) end, on_punch = function(self, hitter, tflp, tool_capabilities, dir) -- weapon wear hitter:set_detach() --MFF (crabman|27/7/2015) anti usebug, immortal if attached local weapon = hitter:get_wielded_item() if weapon:get_definition().tool_capabilities ~= nil then local wear = ( (weapon:get_definition().tool_capabilities.full_punch_interval or 1.4) / 75 ) * 9000 weapon:add_wear(wear) hitter:set_wielded_item(weapon) end -- 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 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 local kb = self.knock_back local r = self.recovery_time 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 self.object:setvelocity({x = dir.x * kb,y = 0,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 and obj.name == self.name then if obj.group_attack == true and not obj.tamed 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, spawn_in_area) 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 entities 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, "") and not spawn_in_area 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 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 -- if area protected then no blast damage if minetest.is_protected(pos, "") then return 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 p.y >= 19600 and 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, "") --/MFF (Crabman|06/23/2015) re-added node protected in areas and minetest.get_item_group(n, "unbreakable") ~= 1 then -- if chest then drop items inside if n == "default:chest" or n == "3dchest: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 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 then minetest.sound_play(self.sounds.damage,{ object = self.object, max_hear_distance = self.sounds.distance }) self.health = 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, max_hear_distance = self.sounds.distance }) 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, self) --/MFF (Crabman|06/23/2015)add self to use punch function 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:punch(self.object, 1.0,{full_punch_interval=1.0, damage_groups = {fleshy=self.damage} })--/MFF (Crabman|06/23/2015) use punch --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_or_nil(self.object:getpos()) if node then node = node.name else node = "air" end -- hit node you can walk on if self.hit_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() ; -- print ("hit node") return end if (self.hit_player or self.hit_mob) and self.timer > engage then for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do if self.hit_player and player:is_player() then self.hit_player(self, player) self.object:remove() ; -- print ("hit player") return end -- hit mob if self.hit_mob 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() ; -- print ("hit mob") return end end end self.lastpos = pos 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 local mob = minetest.add_entity(pos, mob) local ent = mob:get_luaentity() if ent.type ~= "monster" then -- set owner ent.owner = placer:get_player_name() ent.tamed = true end itemstack:take_item() 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 clicker:is_player() and clicker:get_inventory() and not self.child 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 --print ("taking by force is", force_take) local name = clicker:get_player_name() if self.owner == "" and force_take == false then minetest.chat_send_player(name, "Not tamed!") return -- cannot pick up if not owner elseif self.owner ~= name and force_take == false then minetest.chat_send_player(name, "Not owner!") 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 chance = chance_net tool:add_wear(4000) -- 17 uses clicker:set_wielded_item(tool) elseif tool:get_name() == "mobs:magic_lasso" then -- pick up if owner chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- return if no chance if chance == 0 then return end -- calculate chance.. was capture successful? if math.random(100) <= chance then -- successful capture.. add to inventory clicker:get_inventory():add_item("main", mobname) self.object:remove() else minetest.chat_send_player(name, "Missed!") end end end end --Menu mobs spawner mobs.shown_spawner_menu = function(player_name) local formspec = {"size[7,9]label[2.7,0;Mobs Spawner]"} if mobs["spawning_mobs"] ~= nil then local Y = 1 local X = 1 for name, etat in pairs(mobs["spawning_mobs"]) do table.insert(formspec, "item_image_button["..X..","..Y..";1,1;"..name..";"..name..";]") X = X+1 if X > 5 then X = 1 Y = Y+1.2 end end end table.insert(formspec, "button_exit[2.9,8.5;1.2,1;close;Close]") minetest.show_formspec(player_name, "mobs:spawner", table.concat(formspec)) end minetest.register_on_player_receive_fields(function(player, formname, fields) local player_name = player:get_player_name() if not player_name then return end if formname == "mobs:spawner" then for f in pairs(fields) do if string.find(f, "mobs:") then local pos = player:getpos() minetest.add_entity(pos, f) return end end end end) if (minetest.get_modpath("unified_inventory")) ~= nil then unified_inventory.register_button("menu_mobs", { type = "image", image = "mobs_dungeon_master_fireball.png", tooltip = "Mobs Spawner Menu", show_with = "server", action = function(player) local player_name = player:get_player_name() if not player_name then return end if minetest.check_player_privs(player_name, {server=true}) then mobs.shown_spawner_menu(player_name) end end, }) else minetest.register_chatcommand("mobs_spawner", { params = "", description = "Spawn entity at given (or your) position", privs = {server=true}, func = function(name, param) mobs.shown_spawner_menu(name) end, }) end