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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/a merger/mobs-MFF/api.lua
2015-04-20 22:24:48 +02:00

1186 lines
38 KiB
Lua
Executable File

-- Mobs Api (20th April 2015)
mobs = {}
mobs.mod = "redo"
-- Do mobs spawn in protected areas (0=yes, 1=no)
mobs.protected = 0
-- Initial settings check
local damage_enabled = minetest.setting_getbool("enable_damage")
local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
local enable_blood = minetest.setting_getbool("mobs_enable_blood") or true
function mobs:register_mob(name, def)
minetest.register_entity(name, {
name = name,
owner = def.owner,
order = def.order or "",
on_die = def.on_die,
jump_height = def.jump_height or 6,
jump_chance = def.jump_chance or 0,
rotate = def.rotate or 0, -- 0=front, 1.5=side, 3.0=back, 4.5=side2
lifetimer = def.lifetimer or 600,
hp_min = def.hp_min or 5,
hp_max = def.hp_max or 10,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x=1, y=1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or true,
view_range = def.view_range or 5,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or -10, -- must be lower than -2
drops = def.drops or {},
armor = def.armor,
--drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow or "",
jump = def.jump or true,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
--fov = def.fov or 120,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 1, --Modif MFF, default value is "or 3",
blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png",
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
attack = {player=nil, dist=nil},
state = "stand",
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
child = false,
gotten = false,
do_attack = function(self, player, dist)
if self.state ~= "attack" then
if math.random(0,100) < 90 and self.sounds.war_cry then
minetest.sound_play(self.sounds.war_cry,{object = self.object})
print ("attack sound")
end
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end,
set_velocity = function(self, v)
if not v then v = 0 end
if def.drawtype and def.drawtype == "side" then self.rotate = 1.5 end
local yaw = self.object:getyaw() + self.rotate
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^2 + v.z^2)^(0.5)
end,
--[[
in_fov = function(self,pos)
-- checks if POS is in self's FOV
local yaw = self.object:getyaw() + self.rotate
local vx = math.sin(yaw)
local vz = math.cos(yaw)
local ds = math.sqrt(vx^2 + vz^2)
local ps = math.sqrt(pos.x^2 + pos.z^2)
local d = { x = vx / ds, z = vz / ds }
local p = { x = pos.x / ps, z = pos.z / ps }
local an = ( d.x * p.x ) + ( d.z * p.z )
a = math.deg( math.acos( an ) )
if a > ( self.fov / 2 ) then
return false
else
return true
end
end,
]]
set_animation = function(self, type)
if not self.animation then
return
end
if not self.animation.current then
self.animation.current = ""
end
if type == "stand" and self.animation.current ~= "stand" then
if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then
self.object:set_animation({x=self.animation.stand_start,
y=self.animation.stand_end},self.animation.speed_normal, 0)
self.animation.current = "stand"
end
elseif type == "walk" and self.animation.current ~= "walk" then
if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then
self.object:set_animation({x=self.animation.walk_start,y=self.animation.walk_end},
self.animation.speed_normal, 0)
self.animation.current = "walk"
end
elseif type == "run" and self.animation.current ~= "run" then
if self.animation.run_start and self.animation.run_end and self.animation.speed_run then
self.object:set_animation({x=self.animation.run_start,y=self.animation.run_end},
self.animation.speed_run, 0)
self.animation.current = "run"
end
elseif type == "punch" and self.animation.current ~= "punch" then
if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then
self.object:set_animation({x=self.animation.punch_start,y=self.animation.punch_end},
self.animation.speed_normal, 0)
self.animation.current = "punch"
end
end
end,
on_step = function(self, dtime)
local yaw = 0
if self.type == "monster" and peaceful_only then
self.object:remove()
return
end
-- if lifetimer run out and not npc, tamed or attacking then remove mob
if self.type ~= "npc" and not self.tamed then
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 and self.state ~= "attack" then
for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do
if obj:is_player() then
minetest.log("action","lifetimer expired, removed mob "..self.name)
self.object:remove()
return
end
end
end
end
-- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat)
if self.replace_rate
and math.random(1,self.replace_rate) == 1
and self.child == false then
local pos = self.object:getpos()
pos.y = pos.y + self.replace_offset
if #minetest.find_nodes_in_area(pos,pos,self.replace_what) > 0
and self.object:getvelocity().y == 0
and self.replace_what then
--and self.state == "stand" then
minetest.set_node(pos, {name = self.replace_with})
end
end
-- jump direction (adapted from Carbone mobs), gravity, falling or floating in water
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw() + self.rotate
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
if self.floats == 1 then self.object:setacceleration({x = x, y = 1.5, z = z}) end
else
self.object:setacceleration({x = x, y = self.fall_speed, z = z})
end
else
if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
if self.floats == 1 then self.object:setacceleration({x = 0, y = 1.5, z = 0}) end
else
self.object:setacceleration({x = 0, y = self.fall_speed, z = 0})
end
end
-- fall damage
if self.fall_damage == 1 and self.object:getvelocity().y == 0 then
local d = self.old_y - self.object:getpos().y
if d > 5 then
self.object:set_hp(self.object:get_hp() - math.floor(d - 5))
check_for_death(self)
end
self.old_y = self.object:getpos().y
end
-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
if self.pause_timer < 1 then
self.pause_timer = 0
end
return
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
if self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
local do_env_damage = function(self)
local pos = self.object:getpos()
local n = minetest.get_node(pos)
local tod = minetest.get_timeofday()
pos.y = pos.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.light_damage and self.light_damage ~= 0
and pos.y > 0
and (minetest.get_node_light(pos) or 0) > 10 -- direct sunlight (was 4)
and tod > 0.2 and tod < 0.8 then
self.object:set_hp(self.object:get_hp()-self.light_damage)
effect(pos, 5, "tnt_smoke.png")
end
if self.water_damage and self.water_damage ~= 0
and minetest.get_item_group(n.name, "water") ~= 0 then
self.object:set_hp(self.object:get_hp()-self.water_damage)
effect(pos, 5, "bubble.png")
end
if self.lava_damage and self.lava_damage ~= 0
and minetest.get_item_group(n.name, "lava") ~= 0 then
self.object:set_hp(self.object:get_hp()-self.lava_damage)
effect(pos, 5, "fire_basic_flame.png")
end
check_for_death(self)
end
local do_jump = function(self)
local pos = self.object:getpos()
pos.y = pos.y - (-self.collisionbox[2] + self.collisionbox[5])
local nod = minetest.get_node(pos)
if not nod or not minetest.registered_nodes[nod.name]
or minetest.registered_nodes[nod.name].walkable == false then return end
if self.direction then
local nod = minetest.get_node_or_nil({x=pos.x + self.direction.x,y=pos.y+1,z=pos.z + self.direction.z})
if nod and nod.name and (nod.name ~= "air" or self.walk_chance == 0) then
local def = minetest.registered_items[nod.name]
if (def and def.walkable and not nod.name:find("fence")) or self.walk_chance == 0 then
local v = self.object:getvelocity()
v.y = self.jump_height + 1
v.x = v.x * 2.2
v.z = v.z * 2.2
self.object:setvelocity(v)
if self.sounds.jump then
minetest.sound_play(self.sounds.jump, {object = self.object})
end
end
end
end
end
-- environmental damage timer
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack" and self.env_damage_timer > 1 then
self.env_damage_timer = 0
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
-- find someone to attack
if self.type == "monster" and damage_enabled and self.state ~= "attack" then
local s = self.object:getpos()
local player = nil
local type = nil
local obj = nil
for _,oir in ipairs(minetest.get_objects_inside_radius(s,self.view_range)) do
if oir:is_player() then
player = oir
type = "player"
else
obj = oir:get_luaentity()
if obj then
player = obj.object
type = obj.type
end
end
if type == "player" or type == "npc" then
local s = self.object:getpos()
local p = player:getpos()
local sp = s
p.y = p.y + 1
sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < self.view_range then -- and self.in_fov(self,p) then
if minetest.line_of_sight(sp,p,2) == true then
self.do_attack(self,player,dist)
break
end
end
end
end
end
-- npc, find monster to attack
if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then
local s = self.object:getpos()
local obj = nil
local p, dist
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
self.do_attack(self,obj.object,dist)
break
end
end
end
-- horny animal can mate for 40 seconds, afterwards horny animal cannot mate again for 200 seconds
if self.horny == true and self.hornytimer < 240 and self.child == false then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= 240 then
self.hornytimer = 0
self.horny = false
end
end
-- if animal is child take 240 seconds before growing into adult
if self.child == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer > 240 then
self.child = false
self.hornytimer = 0
self.object:set_properties({
textures = self.base_texture,
mesh = self.base_mesh,
visual_size = {x=self.visual_size.x,y=self.visual_size.y},
collisionbox = self.collisionbox,
})
end
end
-- if animal is horny, find another same animal who is horny and mate
if self.horny == true and self.hornytimer <= 40 then
local pos = self.object:getpos() ; pos.y = pos.y + 1
effect(pos, 4, "heart.png") ; pos.y = pos.y - 1
local ents = minetest.get_objects_inside_radius(pos, self.view_range)
local num = 0
local ent = nil
for i,obj in ipairs(ents) do
ent = obj:get_luaentity()
if ent and ent.name == self.name and ent.horny == true and ent.hornytimer <= 40 then num = num + 1 end
if num > 1 then
self.hornytimer = 41
ent.hornytimer = 41
minetest.after(7, function(dtime)
local mob = minetest.add_entity(pos, self.name)
local ent2 = mob:get_luaentity()
local textures = self.base_texture
if def.child_texture then
textures = def.child_texture[1]
end
mob:set_properties({
textures = textures,
visual_size = {x=self.visual_size.x/2,y=self.visual_size.y/2},
collisionbox = {self.collisionbox[1]/2, self.collisionbox[2]/2, self.collisionbox[3]/2,
self.collisionbox[4]/2, self.collisionbox[5]/2, self.collisionbox[6]/2},
})
ent2.child = true
ent2.tamed = true
ent2.following = ent -- follow mother
end)
num = 0
break
end
end
end
-- find player to follow
if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" then
local s, p, dist
for _,player in pairs(minetest.get_connected_players()) do
s = self.object:getpos()
p = player:getpos()
dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < self.view_range then
self.following = player
break
end
end
end
if self.type == "npc" and self.order == "follow" and self.state ~= "attack" then
-- npc stop following player if not owner
if self.following and self.type == "npc" and self.owner and self.owner ~= self.following:get_player_name() then
self.following = nil
end
else
-- stop following player if not holding specific item
if self.following and self.following.is_player and self.following:get_wielded_item():get_name() ~= self.follow then
self.following = nil
end
end
-- follow player or mob
if self.following then
local s = self.object:getpos()
local p
if self.following.is_player and self.following:is_player() then
p = self.following:getpos()
elseif self.following.object then
p = self.following.object:getpos()
end
if p then
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range then
self.following = nil
else
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
-- anyone but standing npc's can move along
if dist > 2 and self.order ~= "stand" then
if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then
self.direction = {x = math.sin(yaw)*-1, y = -20, z = math.cos(yaw)}
do_jump(self)
end
self.set_velocity(self, self.walk_velocity)
if self.walk_chance ~= 0 then
self:set_animation("walk")
end
else
self.set_velocity(self, 0)
self:set_animation("stand")
end
return
end
end
end
if self.state == "stand" then
-- randomly turn
if math.random(1, 4) == 1 then
-- if there is a player nearby look at them
local lp = nil
local s = self.object:getpos()
if self.type == "npc" then
local o = minetest.get_objects_inside_radius(self.object:getpos(), 3)
local yaw = 0
for _,o in ipairs(o) do
if o:is_player() then
lp = o:getpos()
break
end
end
end
if lp ~= nil then
local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z}
yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate
if lp.x > s.x then
yaw = yaw+math.pi
end
else
yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)
end
self.object:setyaw(yaw)
end
self.set_velocity(self, 0)
self.set_animation(self, "stand")
-- npc's ordered to stand stay standing
if self.type == "npc" and self.order == "stand" then
self.set_velocity(self, 0)
self.state = "stand"
self:set_animation("stand")
else
if self.walk_chance ~= 0 and math.random(1, 100) <= self.walk_chance then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
self.set_animation(self, "walk")
end
-- jumping mobs only
if self.jump_chance ~= 0 and math.random(1, 100) <= self.jump_chance then
self.direction = {x=0, y=0, z=0}
do_jump(self)
self.set_velocity(self, self.walk_velocity)
end
end
elseif self.state == "walk" then
local lp = nil
local s = self.object:getpos()
-- if there is water nearby, try to avoid it
local lp = minetest.find_node_near(s, 2, {"group:water"})
if lp ~= nil then
local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z}
yaw = math.atan(vec.z/vec.x) + 3*math.pi / 2 + self.rotate
if lp.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
-- no water near, so randomly turn
elseif math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self.direction = {x = math.sin(yaw)*-1, y = -20, z = math.cos(yaw)}
do_jump(self)
end
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
if math.random(1, 100) <= 30 then
self.set_velocity(self, 0)
self.state = "stand"
self:set_animation("stand")
end
-- Modif MFF "attack type kamicaze" des creepers /DEBUT
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 or 0) + 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, self) -- on applique le principe le la tnt
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 ~= "doors:door_steel_b_1" and n.name ~= "doors:door_steel_t_1"
and n.name ~= "doors:door_steel_b_2" and n.name ~= "doors:door_steel_t_2"
and n.name ~= "default:chest_locked" and n.name ~= "default:obsidian" and n.name ~= "default:obsidian_cooled"
and n.name ~= "default:obsidianbrick" and n.name ~= "default:bedrock"
and n.name ~= "more_chests:cobble" and n.name ~= "more_chests:shared" and n.name ~= "more_chests:secret"
and n.name ~= "more_chests:dropbox" and n.name ~= "chesttools:shared_chest"
and minetest.get_item_group(n.name, "unbreakable") ~= 1 and next(areas:getAreasAtPos(np)) == nil then
--activate_if_tnt(n.name, np, pos, 3) -- Pas de module TNT sur le serveur donc inutile
if n.name == "default:chest" then
meta = minetest.get_meta(np)
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 n.name == "doors:door_wood_b_1" then
minetest.remove_node({x=np.x,y=np.y+1,z=np.z})
elseif n.name == "doors:door_wood_t_1" then
minetest.remove_node({x=np.x,y=np.y-1,z=np.z})
end
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
-- Modif MFF "attack type kamicaze" des creepers /FIN
elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:getpos() then
print("stop attacking")
self.state = "stand"
self:set_animation("stand")
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
self:set_animation("stand")
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if self.attack.dist > 3 then -- was set to 2 but slimes didnt hurt when above player
-- jump attack
if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then
self.direction = {x = math.sin(yaw)*-1, y = -20, z = math.cos(yaw)}
do_jump(self)
end
self.set_velocity(self, self.run_velocity)
self:set_animation("run")
else
self.set_velocity(self, 0)
self:set_animation("punch")
if self.timer > 1 then
self.timer = 0
local p2 = p
local s2 = s
p2.y = p2.y + 1.5
s2.y = s2.y + 1.5
if minetest.line_of_sight(p2,s2) == true then
if self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
self.attack.player:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=self.damage}
}, vec)
if self.attack.player:get_hp() <= 0 then
self.state = "stand"
self:set_animation("stand")
end
end
end
end
elseif self.state == "attack" and self.attack_type == "shoot" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
self:set_animation("stand")
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
p.y = p.y - .5
s.y = s.y + .5
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.set_velocity(self, 0)
if self.type ~= "npc" then
self.attack = {player=nil, dist=nil}
end
self:set_animation("stand")
return
else
self.attack.dist = dist
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
self.set_velocity(self, 0)
if self.shoot_interval and self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation("punch")
if self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
local p = self.object:getpos()
p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
local obj = minetest.add_entity(p, self.arrow)
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
local v = obj:get_luaentity().velocity
vec.y = vec.y + self.shoot_offset -- this makes shoot aim accurate
vec.x = vec.x*v/amount
vec.y = vec.y*v/amount
vec.z = vec.z*v/amount
obj:setvelocity(vec)
end
end
end,
on_activate = function(self, staticdata, dtime_s)
local pos = self.object:getpos()
self.object:set_hp( math.random(self.hp_min, self.hp_max) ) -- set HP
self.oldhp = self.object:get_hp(self)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y= self.fall_speed, z=0})
self.state = "stand"
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) ; self.old_y = self.object:getpos().y
self.object:setyaw(math.random(1, 360)/180*math.pi)
if self.type == "monster" and peaceful_only then
self.object:remove()
end
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp then
if tmp.lifetimer then
self.lifetimer = tmp.lifetimer
end
if tmp.tamed then
self.tamed = tmp.tamed
end
if tmp.gotten then
self.gotten = tmp.gotten
end
if tmp.child then
self.child = tmp.child
end
if tmp.horny then
self.horny = tmp.horny
end
if tmp.hornytimer then
self.hornytimer = tmp.hornytimer
end
if tmp.textures then
self.textures = tmp.textures
end
if tmp.mesh then
self.mesh = tmp.mesh
end
if tmp.base_texture then
self.base_texture = tmp.base_texture
end
if tmp.base_mesh then
self.base_mesh = tmp.base_mesh
end
end
end
-- quick fix for dog so it doesn't revert back to wolf
if self.type == "monster" and self.tamed == true then
self.type = "npc"
end
end,
get_staticdata = function(self)
-- select random texture, set model
if not self.base_texture then
self.base_texture = def.textures[math.random(1,#def.textures)]
self.base_mesh = def.mesh
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.visual_size
local colbox = self.collisionbox
-- specific texture if gotten
if self.gotten == true and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- if object is child then set half size
if self.child == true then
vis_size = {x=self.visual_size.x/2,y=self.visual_size.y/2}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {self.collisionbox[1]/2, self.collisionbox[2]/2, self.collisionbox[3]/2,
self.collisionbox[4]/2, self.collisionbox[5]/2, self.collisionbox[6]/2}
end
-- remember settings
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
gotten = self.gotten,
child = self.child,
horny = self.horny,
hornytimer = self.hornytimer,
mesh = mesh,
textures = textures,
visual_size = vis_size,
base_texture = self.base_texture,
collisionbox = colbox,
}
self.object:set_properties(tmp)
return minetest.serialize(tmp)
end,
on_punch = function(self, hitter, tflp, tool_capabilities, dir)
process_weapon(hitter,tflp,tool_capabilities)
check_for_death(self)
--blood_particles
local pos = self.object:getpos()
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 2
if self.blood_amount > 0 and pos and enable_blood == true then
effect(pos, self.blood_amount, self.blood_texture)
end
-- knock back effect, adapted from blockmen's pyramids mod
-- https://github.com/BlockMen/pyramids
local kb = self.knock_back
local r = self.recovery_time
local ykb = 2
local v = self.object:getvelocity()
if tflp < tool_capabilities.full_punch_interval then
kb = kb * ( tflp / tool_capabilities.full_punch_interval )
r = r * ( tflp / tool_capabilities.full_punch_interval )
end
if v.y ~= 0 then ykb = 0 end
self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb})
self.pause_timer = r
-- attack puncher and call other mobs for help
if self.passive == false and not self.tamed then
if self.state ~= "attack" then
self.do_attack(self,hitter,1)
end
-- alert others to the attack
local obj = nil
for _, oir in pairs(minetest.get_objects_inside_radius(hitter:getpos(),5)) do
obj = oir:get_luaentity()
if obj then
if obj.group_attack == true and obj.state ~= "attack" then
obj.do_attack(obj,hitter,1)
end
end
end
end
end,
})
end
mobs.spawning_mobs = {}
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height)
mobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = neighbors,
interval = interval,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
-- do not spawn if too many active in area
if active_object_count_wider > active_object_count
or not mobs.spawning_mobs[name]
or not pos then
return
end
-- spawn above node
pos.y = pos.y + 1
-- mobs cannot spawn inside protected areas if enabled
if mobs.protected == 1 and minetest.is_protected(pos, "") then
return
end
-- check if light and height levels are ok to spawn
local light = minetest.get_node_light(pos)
if not light or light > max_light or light < min_light
or pos.y > max_height or pos.y < min_height then
return
end
-- are we spawning inside a solid node?
local nod = minetest.get_node_or_nil(pos)
if not nod or not nod.name or not minetest.registered_nodes[nod.name]
or minetest.registered_nodes[nod.name].walkable == true then return end
pos.y = pos.y + 1
nod = minetest.get_node_or_nil(pos)
if not nod or not nod.name or not minetest.registered_nodes[nod.name]
or minetest.registered_nodes[nod.name].walkable == true then return end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
end
-- spawn mob half block higher
pos.y = pos.y - 0.5
minetest.add_entity(pos, name)
--print ("Spawned "..name.." at "..minetest.pos_to_string(pos))
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, -32000, max_height)
end
-- particle effects
function effect(pos, amount, texture)
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 = 1,
texture = texture,
})
end
-- on mob death drop items
function check_for_death(self)
local hp = self.object:get_hp()
if hp > 0 then
if self.sounds.damage ~= nil and hp < self.oldhp then
minetest.sound_play(self.sounds.damage,{object = self.object})
self.oldhp = hp
end
return
end
local pos = self.object:getpos()
pos.y = pos.y + 0.5 -- drop items half a block higher
self.object:remove()
local obj = nil
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
obj = minetest.add_item(pos, ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
if obj then
obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)})
end
end
end
if self.sounds.death ~= nil then
minetest.sound_play(self.sounds.death,{object = self.object})
end
if self.on_die then
pos.y = pos.y - 0.5
self.on_die(self, pos)
end
end
-- Modif MFF "fonction TNT" des creepers /DEBUT
function do_tnt_physics(tnt_np,tntr,entity)
local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
for k, obj in pairs(objs) do
local oname = obj:get_entity_name()
local v = obj:getvelocity()
local p = obj:getpos()
if v ~= nil then
obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
else
if obj:get_player_name() ~= nil then
if entity.object ~= nil then
obj:punch(entity.object, 1.0, {full_punch_interval=1.0,damage_groups = {fleshy=entity.damage}})
else
obj:set_hp(obj:get_hp() - 21)
end
end
end
end
end
-- Modif MFF "fonction TNT" des creepers /FIN
function mobs:register_arrow(name, def)
if not name or not def then return end -- errorcheck
minetest.register_entity(name, {
physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
drop = def.drop or false,
collisionbox = {0,0,0,0,0,0}, -- remove box around arrows
on_step = function(self, dtime)
self.timer = (self.timer or 0) + 1
if self.timer > 150 then self.object:remove() return end
local engage = 10 - (self.velocity / 2) -- clear entity before arrow becomes active
local pos = self.object:getpos()
local node = minetest.get_node(self.object:getpos()).name
-- hit node you can walk on
if self.hit_node and node and minetest.registered_nodes[node] and minetest.registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
pos.y = pos.y + 1 ; self.lastpos = (self.lastpos or pos)
minetest.add_item(self.lastpos, self.object:get_luaentity().name)
end
self.object:remove()
return
end
if self.hit_player or self.hit_mob then
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do
-- hit player
if self.hit_player and self.timer > engage and player:is_player() then
self.hit_player(self, player)
self.object:remove()
return
end
-- hit mob
if self.hit_mob and self.timer > engage and player:get_luaentity().name ~= self.object:get_luaentity().name
and player:get_luaentity().name ~= "__builtin:item" then
self.hit_mob(self, player)
self.object:remove()
return
end
end
self.lastpos = pos
end
end
})
end
function process_weapon(player, time_from_last_punch, tool_capabilities)
local weapon = player:get_wielded_item()
if tool_capabilities ~= nil then
local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535
weapon:add_wear(wear)
player:set_wielded_item(weapon)
end
end
-- Spawn Egg
function mobs:register_egg(mob, desc, background, addegg)
local invimg = background
if addegg == 1 then
invimg = invimg.."^mobs_chicken_egg.png"
end
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then
pos.y = pos.y + 0.5
minetest.add_entity(pos, mob)
itemstack:take_item()
end
return itemstack
end,
})
end