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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-18 08:10:38 +01:00
server-nalc/mods/mobs/api.lua
crabman77 1020b080aa added group_attack in cow,goat,warthog and npc
added group attack if not tamed and type(name) identical
fixed crash if unknow node in function env_damage
2015-07-22 00:11:38 +02:00

1584 lines
44 KiB
Lua
Executable File

-- 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 0
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]
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
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 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" 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