Add some despawning logic (but do not enable despawning yet)
[MineClone/MineClone2.git] / mods / ENTITIES / mcl_mobs / api.lua
blob846a86c27bef51275e6fe2b805afc7e69a3afee7
2 -- API for Mobs Redo: MineClone 2 Edition (MRM)
4 mobs = {}
5 mobs.mod = "mrm"
6 mobs.version = "20180531" -- don't rely too much on this, rarely updated, if ever
8 local MAX_MOB_NAME_LENGTH = 30
10 -- Intllib
11 local MP = minetest.get_modpath(minetest.get_current_modname())
12 local S, NS = dofile(MP .. "/intllib.lua")
13 mobs.intllib = S
16 -- CMI support check
17 local use_cmi = minetest.global_exists("cmi")
20 -- Invisibility mod check
21 mobs.invis = {}
22 if minetest.global_exists("invisibility") then
23 mobs.invis = invisibility
24 end
27 -- creative check
28 local creative_mode_cache = minetest.settings:get_bool("creative_mode")
29 function mobs.is_creative(name)
30 return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
31 end
34 -- localize math functions
35 local pi = math.pi
36 local square = math.sqrt
37 local sin = math.sin
38 local cos = math.cos
39 local abs = math.abs
40 local min = math.min
41 local max = math.max
42 local atann = math.atan
43 local random = math.random
44 local floor = math.floor
45 local atan = function(x)
46 if not x or x ~= x then
47 return 0
48 else
49 return atann(x)
50 end
51 end
54 -- Load settings
55 local damage_enabled = minetest.settings:get_bool("enable_damage")
56 local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
57 local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
58 local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
59 local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
60 local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
61 local creative = minetest.settings:get_bool("creative_mode")
62 local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
63 -- TODO
64 local remove_far = false
65 local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
66 local show_health = false
67 local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
68 local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
70 -- Peaceful mode message so players will know there are no monsters
71 if peaceful_only then
72 minetest.register_on_joinplayer(function(player)
73 minetest.chat_send_player(player:get_player_name(),
74 S("** Peaceful Mode Active - No Monsters Will Spawn"))
75 end)
76 end
78 -- calculate aoc range for mob count
79 local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks"))
80 local abr = tonumber(minetest.settings:get("active_block_range"))
81 local aoc_range = max(aosrb, abr) * 16
83 -- pathfinding settings
84 local enable_pathfinding = true
85 local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
86 local stuck_path_timeout = 10 -- how long will mob follow path before giving up
88 -- default nodes
89 local node_fire = "mcl_fire:fire"
90 local node_permanent_flame = "mcl_fire:eternal_fire"
91 local node_ice = "mcl_core:ice"
92 local node_snowblock = "mcl_core:snowblock"
93 local node_snow = "mcl_core:snow"
94 mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
96 local mod_weather = minetest.get_modpath("mcl_weather") ~= nil
97 local mod_tnt = minetest.get_modpath("mcl_tnt") ~= nil
98 local mod_mobspawners = minetest.get_modpath("mcl_mobspawners") ~= nil
100 -- play sound
101 local mob_sound = function(self, sound)
103 if sound then
104 minetest.sound_play(sound, {
105 object = self.object,
106 gain = 1.0,
107 max_hear_distance = self.sounds.distance
113 -- attack player/mob
114 local do_attack = function(self, player)
116 if self.state == "attack" then
117 return
120 self.attack = player
121 self.state = "attack"
123 if random(0, 100) < 90 then
124 mob_sound(self, self.sounds.war_cry)
129 -- move mob in facing direction
130 local set_velocity = function(self, v)
132 -- do not move if mob has been ordered to stay
133 if self.order == "stand" then
134 self.object:setvelocity({x = 0, y = 0, z = 0})
135 return
138 local yaw = (self.object:get_yaw() or 0) + self.rotate
140 self.object:setvelocity({
141 x = sin(yaw) * -v,
142 y = self.object:getvelocity().y,
143 z = cos(yaw) * v
148 -- calculate mob velocity
149 local get_velocity = function(self)
151 local v = self.object:getvelocity()
153 return (v.x * v.x + v.z * v.z) ^ 0.5
157 -- set and return valid yaw
158 local set_yaw = function(self, yaw, delay)
160 if not yaw or yaw ~= yaw then
161 yaw = 0
164 delay = delay or 0
166 if delay == 0 then
167 self.object:set_yaw(yaw)
168 return yaw
171 self.target_yaw = yaw
172 self.delay = delay
174 return self.target_yaw
177 -- global function to set mob yaw
178 function mobs:yaw(self, yaw, delay)
179 set_yaw(self, yaw, delay)
183 -- set defined animation
184 local set_animation = function(self, anim)
186 if not self.animation
187 or not anim then return end
189 self.animation.current = self.animation.current or ""
191 if anim == self.animation.current
192 or not self.animation[anim .. "_start"]
193 or not self.animation[anim .. "_end"] then
194 return
197 self.animation.current = anim
199 self.object:set_animation({
200 x = self.animation[anim .. "_start"],
201 y = self.animation[anim .. "_end"]},
202 self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
203 0, self.animation[anim .. "_loop"] ~= false)
207 -- above function exported for mount.lua
208 function mobs:set_animation(self, anim)
209 set_animation(self, anim)
213 -- calculate distance
214 local get_distance = function(a, b)
216 local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
218 return square(x * x + y * y + z * z)
222 -- check line of sight (BrunoMine)
223 local line_of_sight = function(self, pos1, pos2, stepsize)
225 stepsize = stepsize or 1
227 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
229 -- normal walking and flying mobs can see you through air
230 if s == true then
231 return true
234 -- New pos1 to be analyzed
235 local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
237 local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
239 -- Checks the return
240 if r == true then return true end
242 -- Nodename found
243 local nn = minetest.get_node(pos).name
245 -- Target Distance (td) to travel
246 local td = get_distance(pos1, pos2)
248 -- Actual Distance (ad) traveled
249 local ad = 0
251 -- It continues to advance in the line of sight in search of a real
252 -- obstruction which counts as 'normal' nodebox.
253 while minetest.registered_nodes[nn]
254 and (minetest.registered_nodes[nn].walkable == false
255 or minetest.registered_nodes[nn].drawtype == "nodebox") do
257 -- Check if you can still move forward
258 if td < ad + stepsize then
259 return true -- Reached the target
262 -- Moves the analyzed pos
263 local d = get_distance(pos1, pos2)
265 npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
266 npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
267 npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
269 -- NaN checks
270 if d == 0
271 or npos1.x ~= npos1.x
272 or npos1.y ~= npos1.y
273 or npos1.z ~= npos1.z then
274 return false
277 ad = ad + stepsize
279 -- scan again
280 r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
282 if r == true then return true end
284 -- New Nodename found
285 nn = minetest.get_node(pos).name
289 return false
293 -- are we flying in what we are suppose to? (taikedz)
294 local flight_check = function(self, pos_w)
296 local nod = self.standing_in
297 local def = minetest.registered_nodes[nod]
299 if not def then return false end -- nil check
301 if type(self.fly_in) == "string"
302 and nod == self.fly_in then
304 return true
306 elseif type(self.fly_in) == "table" then
308 for _,fly_in in pairs(self.fly_in) do
310 if nod == fly_in then
312 return true
317 -- stops mobs getting stuck inside stairs and plantlike nodes
318 if def.drawtype ~= "airlike"
319 and def.drawtype ~= "liquid"
320 and def.drawtype ~= "flowingliquid" then
321 return true
324 return false
328 -- custom particle effects
329 local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
331 radius = radius or 2
332 min_size = min_size or 0.5
333 max_size = max_size or 1
334 gravity = gravity or -10
335 glow = glow or 0
337 minetest.add_particlespawner({
338 amount = amount,
339 time = 0.25,
340 minpos = pos,
341 maxpos = pos,
342 minvel = {x = -radius, y = -radius, z = -radius},
343 maxvel = {x = radius, y = radius, z = radius},
344 minacc = {x = 0, y = gravity, z = 0},
345 maxacc = {x = 0, y = gravity, z = 0},
346 minexptime = 0.1,
347 maxexptime = 1,
348 minsize = min_size,
349 maxsize = max_size,
350 texture = texture,
351 glow = glow,
356 local update_tag = function(self)
357 self.object:set_properties({
358 nametag = self.nametag,
364 -- drop items
365 local item_drop = function(self, cooked)
367 -- no drops if disabled by setting
368 if not mobs_drop_items then return end
370 -- no drops for child mobs
371 if self.child then return end
373 local obj, item, num
374 local pos = self.object:get_pos()
376 self.drops = self.drops or {} -- nil check
378 for n = 1, #self.drops do
380 if random(1, self.drops[n].chance) == 1 then
382 num = random(self.drops[n].min or 1, self.drops[n].max or 1)
383 item = self.drops[n].name
385 -- cook items when true
386 if cooked then
388 local output = minetest.get_craft_result({
389 method = "cooking", width = 1, items = {item}})
391 if output and output.item and not output.item:is_empty() then
392 item = output.item:get_name()
396 -- add item if it exists
397 obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
399 if obj and obj:get_luaentity() then
401 obj:setvelocity({
402 x = random(-10, 10) / 9,
403 y = 6,
404 z = random(-10, 10) / 9,
406 elseif obj then
407 obj:remove() -- item does not exist
412 self.drops = {}
416 -- check if mob is dead or only hurt
417 local check_for_death = function(self, cause, cmi_cause)
419 -- has health actually changed?
420 if self.health == self.old_health and self.health > 0 then
421 return
424 self.old_health = self.health
426 -- still got some health? play hurt sound
427 if self.health > 0 then
429 mob_sound(self, self.sounds.damage)
431 -- make sure health isn't higher than max
432 if self.health > self.hp_max then
433 self.health = self.hp_max
436 -- backup nametag so we can show health stats
437 if not self.nametag2 then
438 self.nametag2 = self.nametag or ""
441 if show_health
442 and (cmi_cause and cmi_cause.type == "punch") then
444 self.htimer = 2
445 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
447 update_tag(self)
450 return false
453 -- dropped cooked item if mob died in lava
454 if cause == "lava" then
455 item_drop(self, true)
456 else
457 item_drop(self, nil)
460 mob_sound(self, self.sounds.death)
462 local pos = self.object:get_pos()
464 -- execute custom death function
465 if self.on_die then
467 self.on_die(self, pos)
469 if use_cmi then
470 cmi.notify_die(self.object, cmi_cause)
473 self.object:remove()
475 return true
478 -- default death function and die animation (if defined)
479 if self.animation
480 and self.animation.die_start
481 and self.animation.die_end then
483 local frames = self.animation.die_end - self.animation.die_start
484 local speed = self.animation.die_speed or 15
485 local length = max(frames / speed, 0)
487 self.attack = nil
488 self.v_start = false
489 self.timer = 0
490 self.blinktimer = 0
491 self.passive = true
492 self.state = "die"
493 set_velocity(self, 0)
494 set_animation(self, "die")
496 minetest.after(length, function(self)
497 if not self.object:get_luaentity() then
498 return
500 if use_cmi then
501 cmi.notify_die(self.object, cmi_cause)
504 self.object:remove()
505 end, self)
506 else
508 if use_cmi then
509 cmi.notify_die(self.object, cmi_cause)
512 self.object:remove()
515 effect(pos, 20, "tnt_smoke.png")
517 return true
521 -- check if within physical map limits (-30911 to 30927)
522 local within_limits = function(pos, radius)
524 if (pos.x - radius) > -30913
525 and (pos.x + radius) < 30928
526 and (pos.y - radius) > -30913
527 and (pos.y + radius) < 30928
528 and (pos.z - radius) > -30913
529 and (pos.z + radius) < 30928 then
530 return true -- within limits
533 return false -- beyond limits
537 -- is mob facing a cliff
538 local is_at_cliff = function(self)
540 if self.fear_height == 0 then -- 0 for no falling protection!
541 return false
544 local yaw = self.object:get_yaw()
545 local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
546 local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
547 local pos = self.object:get_pos()
548 local ypos = pos.y + self.collisionbox[2] -- just above floor
550 if minetest.line_of_sight(
551 {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
552 {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
553 , 1) then
555 return true
558 return false
562 -- get node but use fallback for nil or unknown
563 local node_ok = function(pos, fallback)
565 fallback = fallback or mobs.fallback_node
567 local node = minetest.get_node_or_nil(pos)
569 if node and minetest.registered_nodes[node.name] then
570 return node
573 return minetest.registered_nodes[fallback]
577 -- environmental damage (water, lava, fire, light etc.)
578 local do_env_damage = function(self)
580 -- feed/tame text timer (so mob 'full' messages dont spam chat)
581 if self.htimer > 0 then
582 self.htimer = self.htimer - 1
585 -- reset nametag after showing health stats
586 if self.htimer < 1 and self.nametag2 then
588 self.nametag = self.nametag2
589 self.nametag2 = nil
591 update_tag(self)
594 local pos = self.object:get_pos()
596 self.time_of_day = minetest.get_timeofday()
598 -- remove mob if beyond map limits
599 if not within_limits(pos, 0) then
600 self.object:remove()
601 return
605 local deal_light_damage = function(self, pos, damage)
606 if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
607 self.health = self.health - damage
609 effect(pos, 5, "tnt_smoke.png")
611 if check_for_death(self, "light", {type = "light"}) then return end
615 -- bright light harms mob
616 if self.light_damage ~= 0 and (minetest.get_node_light(pos) or 0) > 12 then
617 deal_light_damage(self, pos, self.light_damage)
619 local _, dim = mcl_worlds.y_to_layer(pos.y)
620 if self.sunlight_damage ~= 0 and (minetest.get_node_light(pos) or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
621 deal_light_damage(self, pos, self.sunlight_damage)
624 local y_level = self.collisionbox[2]
626 if self.child then
627 y_level = self.collisionbox[2] * 0.5
630 -- what is mob standing in?
631 pos.y = pos.y + y_level + 0.25 -- foot level
632 self.standing_in = node_ok(pos, "air").name
634 -- don't fall when on ignore, just stand still
635 if self.standing_in == "ignore" then
636 self.object:setvelocity({x = 0, y = 0, z = 0})
639 local nodef = minetest.registered_nodes[self.standing_in]
641 -- rain
642 if self.rain_damage and mod_weather then
643 if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
645 self.health = self.health - self.rain_damage
647 if check_for_death(self, "rain", {type = "environment",
648 pos = pos, node = self.standing_in}) then return end
652 pos.y = pos.y + 1 -- for particle effect position
654 -- water
655 if self.water_damage
656 and nodef.groups.water then
658 if self.water_damage ~= 0 then
660 self.health = self.health - self.water_damage
662 effect(pos, 5, "bubble.png", nil, nil, 1, nil)
664 if check_for_death(self, "water", {type = "environment",
665 pos = pos, node = self.standing_in}) then return end
668 -- lava or fire
669 elseif self.lava_damage
670 and (nodef.groups.lava
671 or self.standing_in == node_fire
672 or self.standing_in == node_permanent_flame) then
674 if self.lava_damage ~= 0 then
676 self.health = self.health - self.lava_damage
678 effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
680 if check_for_death(self, "lava", {type = "environment",
681 pos = pos, node = self.standing_in}) then return end
684 -- damage_per_second node check
685 elseif nodef.damage_per_second ~= 0 then
687 self.health = self.health - nodef.damage_per_second
689 effect(pos, 5, "tnt_smoke.png")
691 if check_for_death(self, "dps", {type = "environment",
692 pos = pos, node = self.standing_in}) then return end
694 --[[
695 --- suffocation inside solid node
696 if self.suffocation ~= 0
697 and nodef.walkable == true
698 and nodef.groups.disable_suffocation ~= 1
699 and nodef.drawtype == "normal" then
701 self.health = self.health - self.suffocation
703 if check_for_death(self, "suffocation", {type = "environment",
704 pos = pos, node = self.standing_in}) then return end
707 check_for_death(self, "", {type = "unknown"})
711 -- jump if facing a solid node (not fences or gates)
712 local do_jump = function(self)
714 if not self.jump
715 or self.jump_height == 0
716 or self.fly
717 or self.child
718 or self.order == "stand" then
719 return false
722 self.facing_fence = false
724 -- something stopping us while moving?
725 if self.state ~= "stand"
726 and get_velocity(self) > 0.5
727 and self.object:getvelocity().y ~= 0 then
728 return false
731 local pos = self.object:get_pos()
732 local yaw = self.object:get_yaw()
734 -- what is mob standing on?
735 pos.y = pos.y + self.collisionbox[2] - 0.2
737 local nod = node_ok(pos)
739 if minetest.registered_nodes[nod.name].walkable == false then
740 return false
743 -- where is front
744 local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
745 local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
747 -- what is in front of mob?
748 local nod = node_ok({
749 x = pos.x + dir_x,
750 y = pos.y + 0.5,
751 z = pos.z + dir_z
754 -- thin blocks that do not need to be jumped
755 if nod.name == node_snow then
756 return false
759 if self.walk_chance == 0
760 or minetest.registered_items[nod.name].walkable then
762 if not nod.name:find("fence")
763 and not nod.name:find("gate") then
765 local v = self.object:getvelocity()
767 v.y = self.jump_height
769 set_animation(self, "jump") -- only when defined
771 self.object:setvelocity(v)
773 -- when in air move forward
774 minetest.after(0.3, function(self, v)
775 if not self.object:get_luaentity() then
776 return
778 self.object:set_acceleration({
779 x = v.x * 2,
780 y = 0,
781 z = v.z * 2,
783 end, self, v)
785 if get_velocity(self) > 0 then
786 mob_sound(self, self.sounds.jump)
788 else
789 self.facing_fence = true
792 return true
795 return false
799 -- blast damage to entities nearby (modified from TNT mod)
800 local entity_physics = function(pos, radius)
802 radius = radius * 2
804 local objs = minetest.get_objects_inside_radius(pos, radius)
805 local obj_pos, dist
807 for n = 1, #objs do
809 obj_pos = objs[n]:get_pos()
811 dist = get_distance(pos, obj_pos)
812 if dist < 1 then dist = 1 end
814 local damage = floor((4 / dist) * radius)
815 local ent = objs[n]:get_luaentity()
817 -- punches work on entities AND players
818 objs[n]:punch(objs[n], 1.0, {
819 full_punch_interval = 1.0,
820 damage_groups = {fleshy = damage},
821 }, pos)
826 -- should mob follow what I'm holding ?
827 local follow_holding = function(self, clicker)
829 if mobs.invis[clicker:get_player_name()] then
830 return false
833 local item = clicker:get_wielded_item()
834 local t = type(self.follow)
836 -- single item
837 if t == "string"
838 and item:get_name() == self.follow then
839 return true
841 -- multiple items
842 elseif t == "table" then
844 for no = 1, #self.follow do
846 if self.follow[no] == item:get_name() then
847 return true
852 return false
856 -- find two animals of same type and breed if nearby and horny
857 local breed = function(self)
859 -- child takes 240 seconds before growing into adult
860 if self.child == true then
862 self.hornytimer = self.hornytimer + 1
864 if self.hornytimer > 240 then
866 self.child = false
867 self.hornytimer = 0
869 self.object:set_properties({
870 textures = self.base_texture,
871 mesh = self.base_mesh,
872 visual_size = self.base_size,
873 collisionbox = self.base_colbox,
874 selectionbox = self.base_selbox,
877 -- custom function when child grows up
878 if self.on_grown then
879 self.on_grown(self)
880 else
881 -- jump when fully grown so as not to fall into ground
882 self.object:setvelocity({
883 x = 0,
884 y = self.jump_height,
885 z = 0
890 return
893 -- horny animal can mate for 40 seconds,
894 -- afterwards horny animal cannot mate again for 200 seconds
895 if self.horny == true
896 and self.hornytimer < 240 then
898 self.hornytimer = self.hornytimer + 1
900 if self.hornytimer >= 240 then
901 self.hornytimer = 0
902 self.horny = false
906 -- find another same animal who is also horny and mate if nearby
907 if self.horny == true
908 and self.hornytimer <= 40 then
910 local pos = self.object:get_pos()
912 effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
914 local objs = minetest.get_objects_inside_radius(pos, 3)
915 local num = 0
916 local ent = nil
918 for n = 1, #objs do
920 ent = objs[n]:get_luaentity()
922 -- check for same animal with different colour
923 local canmate = false
925 if ent then
927 if ent.name == self.name then
928 canmate = true
929 else
930 local entname = string.split(ent.name,":")
931 local selfname = string.split(self.name,":")
933 if entname[1] == selfname[1] then
934 entname = string.split(entname[2],"_")
935 selfname = string.split(selfname[2],"_")
937 if entname[1] == selfname[1] then
938 canmate = true
944 if ent
945 and canmate == true
946 and ent.horny == true
947 and ent.hornytimer <= 40 then
948 num = num + 1
951 -- found your mate? then have a baby
952 if num > 1 then
954 self.hornytimer = 41
955 ent.hornytimer = 41
957 -- spawn baby
958 minetest.after(5, function(parent1, parent2, pos)
959 if not parent1.object:get_luaentity() then
960 return
962 if not parent2.object:get_luaentity() then
963 return
966 -- custom breed function
967 if parent1.on_breed then
968 -- when false, skip going any further
969 if parent1.on_breed(parent1, parent2) == false then
970 return
974 local child = mobs:spawn_child(pos, parent1.name)
976 local ent_c = child:get_luaentity()
979 -- Use texture of one of the parents
980 local p = math.random(1, 2)
981 if p == 1 then
982 ent_c.base_texture = parent1.base_texture
983 else
984 ent_c.base_texture = parent2.base_texture
986 child:set_properties({
987 textures = ent_c.base_texture
990 -- tamed and owned by parents' owner
991 ent_c.tamed = true
992 ent_c.owner = parent1.owner
993 end, self, ent, pos)
995 num = 0
997 break
1004 -- find and replace what mob is looking for (grass, wheat etc.)
1005 local replace = function(self, pos)
1007 if not mobs_griefing
1008 or not self.replace_rate
1009 or not self.replace_what
1010 or self.child == true
1011 or self.object:getvelocity().y ~= 0
1012 or random(1, self.replace_rate) > 1 then
1013 return
1016 local what, with, y_offset
1018 if type(self.replace_what[1]) == "table" then
1020 local num = random(#self.replace_what)
1022 what = self.replace_what[num][1] or ""
1023 with = self.replace_what[num][2] or ""
1024 y_offset = self.replace_what[num][3] or 0
1025 else
1026 what = self.replace_what
1027 with = self.replace_with or ""
1028 y_offset = self.replace_offset or 0
1031 pos.y = pos.y + y_offset
1033 if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
1035 local oldnode = {name = what}
1036 local newnode = {name = with}
1037 local on_replace_return
1039 if self.on_replace then
1040 on_replace_return = self.on_replace(self, pos, oldnode, newnode)
1043 if on_replace_return ~= false then
1045 minetest.set_node(pos, {name = with})
1047 -- when cow/sheep eats grass, replace wool and milk
1048 if self.gotten == true then
1049 self.gotten = false
1050 self.object:set_properties(self)
1057 -- check if daytime and also if mob is docile during daylight hours
1058 local day_docile = function(self)
1060 if self.docile_by_day == false then
1062 return false
1064 elseif self.docile_by_day == true
1065 and self.time_of_day > 0.2
1066 and self.time_of_day < 0.8 then
1068 return true
1073 local los_switcher = false
1074 local height_switcher = false
1076 -- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
1077 local smart_mobs = function(self, s, p, dist, dtime)
1079 local s1 = self.path.lastpos
1081 local target_pos = self.attack:get_pos()
1083 -- is it becoming stuck?
1084 if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
1085 self.path.stuck_timer = self.path.stuck_timer + dtime
1086 else
1087 self.path.stuck_timer = 0
1090 self.path.lastpos = {x = s.x, y = s.y, z = s.z}
1092 local use_pathfind = false
1093 local has_lineofsight = minetest.line_of_sight(
1094 {x = s.x, y = (s.y) + .5, z = s.z},
1095 {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
1097 -- im stuck, search for path
1098 if not has_lineofsight then
1100 if los_switcher == true then
1101 use_pathfind = true
1102 los_switcher = false
1103 end -- cannot see target!
1104 else
1105 if los_switcher == false then
1107 los_switcher = true
1108 use_pathfind = false
1110 minetest.after(1, function(self)
1111 if not self.object:get_luaentity() then
1112 return
1114 if has_lineofsight then self.path.following = false end
1115 end, self)
1116 end -- can see target!
1119 if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
1121 use_pathfind = true
1122 self.path.stuck_timer = 0
1124 minetest.after(1, function(self)
1125 if not self.object:get_luaentity() then
1126 return
1128 if has_lineofsight then self.path.following = false end
1129 end, self)
1132 if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
1134 use_pathfind = true
1135 self.path.stuck_timer = 0
1137 minetest.after(1, function(self)
1138 if not self.object:get_luaentity() then
1139 return
1141 if has_lineofsight then self.path.following = false end
1142 end, self)
1145 if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
1147 if height_switcher then
1148 use_pathfind = true
1149 height_switcher = false
1151 else
1152 if not height_switcher then
1153 use_pathfind = false
1154 height_switcher = true
1158 if use_pathfind then
1159 -- lets try find a path, first take care of positions
1160 -- since pathfinder is very sensitive
1161 local sheight = self.collisionbox[5] - self.collisionbox[2]
1163 -- round position to center of node to avoid stuck in walls
1164 -- also adjust height for player models!
1165 s.x = floor(s.x + 0.5)
1166 s.z = floor(s.z + 0.5)
1168 local ssight, sground = minetest.line_of_sight(s, {
1169 x = s.x, y = s.y - 4, z = s.z}, 1)
1171 -- determine node above ground
1172 if not ssight then
1173 s.y = sground.y + 1
1176 local p1 = self.attack:get_pos()
1178 p1.x = floor(p1.x + 0.5)
1179 p1.y = floor(p1.y + 0.5)
1180 p1.z = floor(p1.z + 0.5)
1182 local dropheight = 6
1183 if self.fear_height ~= 0 then dropheight = self.fear_height end
1185 self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
1187 self.state = ""
1188 do_attack(self, self.attack)
1190 -- no path found, try something else
1191 if not self.path.way then
1193 self.path.following = false
1195 -- lets make way by digging/building if not accessible
1196 if self.pathfinding == 2 and mobs_griefing then
1198 -- is player higher than mob?
1199 if s.y < p1.y then
1201 -- build upwards
1202 if not minetest.is_protected(s, "") then
1204 local ndef1 = minetest.registered_nodes[self.standing_in]
1206 if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
1208 minetest.set_node(s, {name = mobs.fallback_node})
1212 local sheight = math.ceil(self.collisionbox[5]) + 1
1214 -- assume mob is 2 blocks high so it digs above its head
1215 s.y = s.y + sheight
1217 -- remove one block above to make room to jump
1218 if not minetest.is_protected(s, "") then
1220 local node1 = node_ok(s, "air").name
1221 local ndef1 = minetest.registered_nodes[node1]
1223 if node1 ~= "air"
1224 and node1 ~= "ignore"
1225 and ndef1
1226 and not ndef1.groups.level
1227 and not ndef1.groups.unbreakable
1228 and not ndef1.groups.liquid then
1230 minetest.set_node(s, {name = "air"})
1231 minetest.add_item(s, ItemStack(node1))
1236 s.y = s.y - sheight
1237 self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
1239 else -- dig 2 blocks to make door toward player direction
1241 local yaw1 = self.object:get_yaw() + pi / 2
1242 local p1 = {
1243 x = s.x + cos(yaw1),
1244 y = s.y,
1245 z = s.z + sin(yaw1)
1248 if not minetest.is_protected(p1, "") then
1250 local node1 = node_ok(p1, "air").name
1251 local ndef1 = minetest.registered_nodes[node1]
1253 if node1 ~= "air"
1254 and node1 ~= "ignore"
1255 and ndef1
1256 and not ndef1.groups.level
1257 and not ndef1.groups.unbreakable
1258 and not ndef1.groups.liquid then
1260 minetest.add_item(p1, ItemStack(node1))
1261 minetest.set_node(p1, {name = "air"})
1264 p1.y = p1.y + 1
1265 node1 = node_ok(p1, "air").name
1266 ndef1 = minetest.registered_nodes[node1]
1268 if node1 ~= "air"
1269 and node1 ~= "ignore"
1270 and ndef1
1271 and not ndef1.groups.level
1272 and not ndef1.groups.unbreakable
1273 and not ndef1.groups.liquid then
1275 minetest.add_item(p1, ItemStack(node1))
1276 minetest.set_node(p1, {name = "air"})
1283 -- will try again in 2 second
1284 self.path.stuck_timer = stuck_timeout - 2
1286 -- frustration! cant find the damn path :(
1287 mob_sound(self, self.sounds.random)
1288 else
1289 -- yay i found path
1290 mob_sound(self, self.sounds.war_cry)
1291 set_velocity(self, self.walk_velocity)
1293 -- follow path now that it has it
1294 self.path.following = true
1300 -- specific attacks
1301 local specific_attack = function(list, what)
1303 -- no list so attack default (player, animals etc.)
1304 if list == nil then
1305 return true
1308 -- found entity on list to attack?
1309 for no = 1, #list do
1311 if list[no] == what then
1312 return true
1316 return false
1320 -- monster find someone to attack
1321 local monster_attack = function(self)
1323 if self.type ~= "monster"
1324 or not damage_enabled
1325 or creative
1326 or self.state == "attack"
1327 or day_docile(self) then
1328 return
1331 local s = self.object:get_pos()
1332 local p, sp, dist
1333 local player, obj, min_player
1334 local type, name = "", ""
1335 local min_dist = self.view_range + 1
1336 local objs = minetest.get_objects_inside_radius(s, self.view_range)
1338 for n = 1, #objs do
1340 if objs[n]:is_player() then
1342 if mobs.invis[ objs[n]:get_player_name() ] then
1344 type = ""
1345 else
1346 player = objs[n]
1347 type = "player"
1348 name = "player"
1350 else
1351 obj = objs[n]:get_luaentity()
1353 if obj then
1354 player = obj.object
1355 type = obj.type
1356 name = obj.name or ""
1360 -- find specific mob to attack, failing that attack player/npc/animal
1361 if specific_attack(self.specific_attack, name)
1362 and (type == "player" or type == "npc"
1363 or (type == "animal" and self.attack_animals == true)) then
1365 p = player:get_pos()
1366 sp = s
1368 dist = get_distance(p, s)
1370 -- aim higher to make looking up hills more realistic
1371 p.y = p.y + 1
1372 sp.y = sp.y + 1
1375 -- choose closest player to attack
1376 if dist < min_dist
1377 and line_of_sight(self, sp, p, 2) == true then
1378 min_dist = dist
1379 min_player = player
1384 -- attack player
1385 if min_player then
1386 do_attack(self, min_player)
1391 -- npc, find closest monster to attack
1392 local npc_attack = function(self)
1394 if self.type ~= "npc"
1395 or not self.attacks_monsters
1396 or self.state == "attack" then
1397 return
1400 local p, sp, obj, min_player
1401 local s = self.object:get_pos()
1402 local min_dist = self.view_range + 1
1403 local objs = minetest.get_objects_inside_radius(s, self.view_range)
1405 for n = 1, #objs do
1407 obj = objs[n]:get_luaentity()
1409 if obj and obj.type == "monster" then
1411 p = obj.object:get_pos()
1412 sp = s
1414 local dist = get_distance(p, s)
1416 -- aim higher to make looking up hills more realistic
1417 p.y = p.y + 1
1418 sp.y = sp.y + 1
1420 if dist < min_dist
1421 and line_of_sight(self, sp, p, 2) == true then
1422 min_dist = dist
1423 min_player = obj.object
1428 if min_player then
1429 do_attack(self, min_player)
1434 -- specific runaway
1435 local specific_runaway = function(list, what)
1437 -- no list so do not run
1438 if list == nil then
1439 return false
1442 -- found entity on list to attack?
1443 for no = 1, #list do
1445 if list[no] == what then
1446 return true
1450 return false
1454 -- find someone to runaway from
1455 local runaway_from = function(self)
1457 if not self.runaway_from then
1458 return
1461 local s = self.object:get_pos()
1462 local p, sp, dist
1463 local player, obj, min_player
1464 local type, name = "", ""
1465 local min_dist = self.view_range + 1
1466 local objs = minetest.get_objects_inside_radius(s, self.view_range)
1468 for n = 1, #objs do
1470 if objs[n]:is_player() then
1472 if mobs.invis[ objs[n]:get_player_name() ]
1473 or self.owner == objs[n]:get_player_name() then
1475 type = ""
1476 else
1477 player = objs[n]
1478 type = "player"
1479 name = "player"
1481 else
1482 obj = objs[n]:get_luaentity()
1484 if obj then
1485 player = obj.object
1486 type = obj.type
1487 name = obj.name or ""
1491 -- find specific mob to runaway from
1492 if name ~= "" and name ~= self.name
1493 and specific_runaway(self.runaway_from, name) then
1495 p = player:get_pos()
1496 sp = s
1498 -- aim higher to make looking up hills more realistic
1499 p.y = p.y + 1
1500 sp.y = sp.y + 1
1502 dist = get_distance(p, s)
1505 -- choose closest player/mpb to runaway from
1506 if dist < min_dist
1507 and line_of_sight(self, sp, p, 2) == true then
1508 min_dist = dist
1509 min_player = player
1514 if min_player then
1516 local lp = player:get_pos()
1517 local vec = {
1518 x = lp.x - s.x,
1519 y = lp.y - s.y,
1520 z = lp.z - s.z
1523 local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
1525 if lp.x > s.x then
1526 yaw = yaw + pi
1529 yaw = set_yaw(self, yaw, 4)
1530 self.state = "runaway"
1531 self.runaway_timer = 3
1532 self.following = nil
1537 -- follow player if owner or holding item, if fish outta water then flop
1538 local follow_flop = function(self)
1540 -- find player to follow
1541 if (self.follow ~= ""
1542 or self.order == "follow")
1543 and not self.following
1544 and self.state ~= "attack"
1545 and self.state ~= "runaway" then
1547 local s = self.object:get_pos()
1548 local players = minetest.get_connected_players()
1550 for n = 1, #players do
1552 if get_distance(players[n]:get_pos(), s) < self.view_range
1553 and not mobs.invis[ players[n]:get_player_name() ] then
1555 self.following = players[n]
1557 break
1562 if self.type == "npc"
1563 and self.order == "follow"
1564 and self.state ~= "attack"
1565 and self.owner ~= "" then
1567 -- npc stop following player if not owner
1568 if self.following
1569 and self.owner
1570 and self.owner ~= self.following:get_player_name() then
1571 self.following = nil
1573 else
1574 -- stop following player if not holding specific item
1575 if self.following
1576 and self.following:is_player()
1577 and follow_holding(self, self.following) == false then
1578 self.following = nil
1583 -- follow that thing
1584 if self.following then
1586 local s = self.object:get_pos()
1587 local p
1589 if self.following:is_player() then
1591 p = self.following:get_pos()
1593 elseif self.following.object then
1595 p = self.following.object:get_pos()
1598 if p then
1600 local dist = get_distance(p, s)
1602 -- dont follow if out of range
1603 if dist > self.view_range then
1604 self.following = nil
1605 else
1606 local vec = {
1607 x = p.x - s.x,
1608 z = p.z - s.z
1611 local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1613 if p.x > s.x then yaw = yaw + pi end
1615 yaw = set_yaw(self, yaw, 6)
1617 -- anyone but standing npc's can move along
1618 if dist > self.reach
1619 and self.order ~= "stand" then
1621 set_velocity(self, self.walk_velocity)
1623 if self.walk_chance ~= 0 then
1624 set_animation(self, "walk")
1626 else
1627 set_velocity(self, 0)
1628 set_animation(self, "stand")
1631 return
1636 -- swimmers flop when out of their element, and swim again when back in
1637 if self.fly then
1638 local s = self.object:get_pos()
1639 if not flight_check(self, s) then
1641 self.state = "flop"
1642 self.object:setvelocity({x = 0, y = -5, z = 0})
1644 set_animation(self, "stand")
1646 return
1647 elseif self.state == "flop" then
1648 self.state = "stand"
1654 -- dogshoot attack switch and counter function
1655 local dogswitch = function(self, dtime)
1657 -- switch mode not activated
1658 if not self.dogshoot_switch
1659 or not dtime then
1660 return 0
1663 self.dogshoot_count = self.dogshoot_count + dtime
1665 if (self.dogshoot_switch == 1
1666 and self.dogshoot_count > self.dogshoot_count_max)
1667 or (self.dogshoot_switch == 2
1668 and self.dogshoot_count > self.dogshoot_count2_max) then
1670 self.dogshoot_count = 0
1672 if self.dogshoot_switch == 1 then
1673 self.dogshoot_switch = 2
1674 else
1675 self.dogshoot_switch = 1
1679 return self.dogshoot_switch
1683 -- execute current state (stand, walk, run, attacks)
1684 local do_states = function(self, dtime)
1686 local yaw = self.object:get_yaw() or 0
1688 if self.state == "stand" then
1690 if random(1, 4) == 1 then
1692 local lp = nil
1693 local s = self.object:get_pos()
1694 local objs = minetest.get_objects_inside_radius(s, 3)
1696 for n = 1, #objs do
1698 if objs[n]:is_player() then
1699 lp = objs[n]:get_pos()
1700 break
1704 -- look at any players nearby, otherwise turn randomly
1705 if lp then
1707 local vec = {
1708 x = lp.x - s.x,
1709 z = lp.z - s.z
1712 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1714 if lp.x > s.x then yaw = yaw + pi end
1715 else
1716 yaw = yaw + random(-0.5, 0.5)
1719 yaw = set_yaw(self, yaw, 8)
1722 set_velocity(self, 0)
1723 set_animation(self, "stand")
1725 -- npc's ordered to stand stay standing
1726 if self.type ~= "npc"
1727 or self.order ~= "stand" then
1729 if self.walk_chance ~= 0
1730 and self.facing_fence ~= true
1731 and random(1, 100) <= self.walk_chance
1732 and is_at_cliff(self) == false then
1734 set_velocity(self, self.walk_velocity)
1735 self.state = "walk"
1736 set_animation(self, "walk")
1740 elseif self.state == "walk" then
1742 local s = self.object:get_pos()
1743 local lp = nil
1745 -- is there something I need to avoid?
1746 if self.water_damage > 0
1747 and self.lava_damage > 0 then
1749 lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
1751 elseif self.water_damage > 0 then
1753 lp = minetest.find_node_near(s, 1, {"group:water"})
1755 elseif self.lava_damage > 0 then
1757 lp = minetest.find_node_near(s, 1, {"group:lava"})
1760 if lp then
1762 -- if mob in water or lava then look for land
1763 if (self.lava_damage
1764 and minetest.registered_nodes[self.standing_in].groups.lava)
1765 or (self.water_damage
1766 and minetest.registered_nodes[self.standing_in].groups.water) then
1768 lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
1769 "group:sand", node_ice, node_snowblock})
1771 -- did we find land?
1772 if lp then
1774 local vec = {
1775 x = lp.x - s.x,
1776 z = lp.z - s.z
1779 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1781 if lp.x > s.x then yaw = yaw + pi end
1783 -- look towards land and jump/move in that direction
1784 yaw = set_yaw(self, yaw, 6)
1785 do_jump(self)
1786 set_velocity(self, self.walk_velocity)
1787 else
1788 yaw = yaw + random(-0.5, 0.5)
1791 else
1793 local vec = {
1794 x = lp.x - s.x,
1795 z = lp.z - s.z
1798 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1800 if lp.x > s.x then yaw = yaw + pi end
1803 yaw = set_yaw(self, yaw, 8)
1805 -- otherwise randomly turn
1806 elseif random(1, 100) <= 30 then
1808 yaw = yaw + random(-0.5, 0.5)
1810 yaw = set_yaw(self, yaw, 8)
1813 -- stand for great fall in front
1814 local temp_is_cliff = is_at_cliff(self)
1816 if self.facing_fence == true
1817 or temp_is_cliff
1818 or random(1, 100) <= 30 then
1820 set_velocity(self, 0)
1821 self.state = "stand"
1822 set_animation(self, "stand")
1823 else
1824 set_velocity(self, self.walk_velocity)
1826 if flight_check(self)
1827 and self.animation
1828 and self.animation.fly_start
1829 and self.animation.fly_end then
1830 set_animation(self, "fly")
1831 else
1832 set_animation(self, "walk")
1836 -- runaway when punched
1837 elseif self.state == "runaway" then
1839 self.runaway_timer = self.runaway_timer + 1
1841 -- stop after 5 seconds or when at cliff
1842 if self.runaway_timer > 5
1843 or is_at_cliff(self) then
1844 self.runaway_timer = 0
1845 set_velocity(self, 0)
1846 self.state = "stand"
1847 set_animation(self, "stand")
1848 else
1849 set_velocity(self, self.run_velocity)
1850 set_animation(self, "walk")
1853 -- attack routines (explode, dogfight, shoot, dogshoot)
1854 elseif self.state == "attack" then
1856 -- calculate distance from mob and enemy
1857 local s = self.object:get_pos()
1858 local p = self.attack:get_pos() or s
1859 local dist = get_distance(p, s)
1861 -- stop attacking if player invisible or out of range
1862 if dist > self.view_range
1863 or not self.attack
1864 or not self.attack:get_pos()
1865 or self.attack:get_hp() <= 0
1866 or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
1868 self.state = "stand"
1869 set_velocity(self, 0)
1870 set_animation(self, "stand")
1871 self.attack = nil
1872 self.v_start = false
1873 self.timer = 0
1874 self.blinktimer = 0
1875 self.path.way = nil
1877 return
1880 if self.attack_type == "explode" then
1882 local vec = {
1883 x = p.x - s.x,
1884 z = p.z - s.z
1887 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1889 if p.x > s.x then yaw = yaw + pi end
1891 yaw = set_yaw(self, yaw)
1893 local node_break_radius = self.explosion_radius or 1
1894 local entity_damage_radius = self.explosion_damage_radius
1895 or (node_break_radius * 2)
1897 -- start timer when in reach and line of sight
1898 if not self.v_start
1899 and dist <= self.reach
1900 and line_of_sight(self, s, p, 2) then
1902 self.v_start = true
1903 self.timer = 0
1904 self.blinktimer = 0
1905 mob_sound(self, self.sounds.fuse)
1907 -- stop timer if out of reach or direct line of sight
1908 elseif self.allow_fuse_reset
1909 and self.v_start
1910 and (dist > self.reach
1911 or not line_of_sight(self, s, p, 2)) then
1912 self.v_start = false
1913 self.timer = 0
1914 self.blinktimer = 0
1915 self.blinkstatus = false
1916 self.object:settexturemod("")
1919 -- walk right up to player unless the timer is active
1920 if self.v_start and (self.stop_to_explode or dist < 1.5) then
1921 set_velocity(self, 0)
1922 else
1923 set_velocity(self, self.run_velocity)
1926 if self.animation and self.animation.run_start then
1927 set_animation(self, "run")
1928 else
1929 set_animation(self, "walk")
1932 if self.v_start then
1934 self.timer = self.timer + dtime
1935 self.blinktimer = (self.blinktimer or 0) + dtime
1937 if self.blinktimer > 0.2 then
1939 self.blinktimer = 0
1941 if self.blinkstatus then
1942 self.object:settexturemod("")
1943 else
1944 self.object:settexturemod("^[brighten")
1947 self.blinkstatus = not self.blinkstatus
1950 if self.timer > self.explosion_timer then
1952 local pos = self.object:get_pos()
1954 -- dont damage anything if area protected or next to water
1955 if minetest.find_node_near(pos, 1, {"group:water"})
1956 or minetest.is_protected(pos, "") then
1958 node_break_radius = 1
1961 self.object:remove()
1963 if mobs_griefing and mod_tnt and tnt and tnt.boom
1964 and not minetest.is_protected(pos, "") then
1966 tnt.boom(pos, {
1967 radius = node_break_radius,
1968 damage_radius = entity_damage_radius,
1969 sound = self.sounds.explode,
1971 else
1973 minetest.sound_play(self.sounds.explode, {
1974 pos = pos,
1975 gain = 1.0,
1976 max_hear_distance = self.sounds.distance or 32
1979 entity_physics(pos, entity_damage_radius)
1980 effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0)
1983 return
1987 elseif self.attack_type == "dogfight"
1988 or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
1989 or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
1991 if self.fly
1992 and dist > self.reach then
1994 local p1 = s
1995 local me_y = floor(p1.y)
1996 local p2 = p
1997 local p_y = floor(p2.y + 1)
1998 local v = self.object:getvelocity()
2000 if flight_check(self, s) then
2002 if me_y < p_y then
2004 self.object:setvelocity({
2005 x = v.x,
2006 y = 1 * self.walk_velocity,
2007 z = v.z
2010 elseif me_y > p_y then
2012 self.object:setvelocity({
2013 x = v.x,
2014 y = -1 * self.walk_velocity,
2015 z = v.z
2018 else
2019 if me_y < p_y then
2021 self.object:setvelocity({
2022 x = v.x,
2023 y = 0.01,
2024 z = v.z
2027 elseif me_y > p_y then
2029 self.object:setvelocity({
2030 x = v.x,
2031 y = -0.01,
2032 z = v.z
2039 -- rnd: new movement direction
2040 if self.path.following
2041 and self.path.way
2042 and self.attack_type ~= "dogshoot" then
2044 -- no paths longer than 50
2045 if #self.path.way > 50
2046 or dist < self.reach then
2047 self.path.following = false
2048 return
2051 local p1 = self.path.way[1]
2053 if not p1 then
2054 self.path.following = false
2055 return
2058 if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
2059 -- reached waypoint, remove it from queue
2060 table.remove(self.path.way, 1)
2063 -- set new temporary target
2064 p = {x = p1.x, y = p1.y, z = p1.z}
2067 local vec = {
2068 x = p.x - s.x,
2069 z = p.z - s.z
2072 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
2074 if p.x > s.x then yaw = yaw + pi end
2076 yaw = set_yaw(self, yaw)
2078 -- move towards enemy if beyond mob reach
2079 if dist > self.reach then
2081 -- path finding by rnd
2082 if self.pathfinding -- only if mob has pathfinding enabled
2083 and enable_pathfinding then
2085 smart_mobs(self, s, p, dist, dtime)
2088 if is_at_cliff(self) then
2090 set_velocity(self, 0)
2091 set_animation(self, "stand")
2092 else
2094 if self.path.stuck then
2095 set_velocity(self, self.walk_velocity)
2096 else
2097 set_velocity(self, self.run_velocity)
2100 if self.animation and self.animation.run_start then
2101 set_animation(self, "run")
2102 else
2103 set_animation(self, "walk")
2107 else -- rnd: if inside reach range
2109 self.path.stuck = false
2110 self.path.stuck_timer = 0
2111 self.path.following = false -- not stuck anymore
2113 set_velocity(self, 0)
2115 if not self.custom_attack then
2117 if self.timer > 1 then
2119 self.timer = 0
2121 if self.double_melee_attack
2122 and random(1, 2) == 1 then
2123 set_animation(self, "punch2")
2124 else
2125 set_animation(self, "punch")
2128 local p2 = p
2129 local s2 = s
2131 p2.y = p2.y + .5
2132 s2.y = s2.y + .5
2134 if line_of_sight(self, p2, s2) == true then
2136 -- play attack sound
2137 mob_sound(self, self.sounds.attack)
2139 -- punch player (or what player is attached to)
2140 local attached = self.attack:get_attach()
2141 if attached then
2142 self.attack = attached
2144 self.attack:punch(self.object, 1.0, {
2145 full_punch_interval = 1.0,
2146 damage_groups = {fleshy = self.damage}
2147 }, nil)
2150 else -- call custom attack every second
2151 if self.custom_attack
2152 and self.timer > 1 then
2154 self.timer = 0
2156 self.custom_attack(self, p)
2161 elseif self.attack_type == "shoot"
2162 or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
2163 or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
2165 p.y = p.y - .5
2166 s.y = s.y + .5
2168 local dist = get_distance(p, s)
2169 local vec = {
2170 x = p.x - s.x,
2171 y = p.y - s.y,
2172 z = p.z - s.z
2175 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
2177 if p.x > s.x then yaw = yaw + pi end
2179 yaw = set_yaw(self, yaw)
2181 set_velocity(self, 0)
2183 if self.shoot_interval
2184 and self.timer > self.shoot_interval
2185 and random(1, 100) <= 60 then
2187 self.timer = 0
2188 set_animation(self, "shoot")
2190 -- play shoot attack sound
2191 mob_sound(self, self.sounds.shoot_attack)
2193 local p = self.object:get_pos()
2195 p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
2197 if minetest.registered_entities[self.arrow] then
2199 local obj = minetest.add_entity(p, self.arrow)
2200 local ent = obj:get_luaentity()
2201 local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
2202 local v = ent.velocity or 1 -- or set to default
2204 ent.switch = 1
2205 ent.owner_id = tostring(self.object) -- add unique owner id to arrow
2207 -- offset makes shoot aim accurate
2208 vec.y = vec.y + self.shoot_offset
2209 vec.x = vec.x * (v / amount)
2210 vec.y = vec.y * (v / amount)
2211 vec.z = vec.z * (v / amount)
2213 obj:setvelocity(vec)
2221 -- falling and fall damage
2222 local falling = function(self, pos)
2224 if self.fly then
2225 return
2228 -- floating in water (or falling)
2229 local v = self.object:getvelocity()
2231 if v.y > 0 then
2233 -- apply gravity when moving up
2234 self.object:setacceleration({
2235 x = 0,
2236 y = -10,
2237 z = 0
2240 elseif v.y <= 0 and v.y > self.fall_speed then
2242 -- fall downwards at set speed
2243 self.object:setacceleration({
2244 x = 0,
2245 y = self.fall_speed,
2246 z = 0
2248 else
2249 -- stop accelerating once max fall speed hit
2250 self.object:setacceleration({x = 0, y = 0, z = 0})
2253 -- in water then float up
2254 if minetest.registered_nodes[node_ok(pos).name].groups.water then
2256 if self.floats == 1 then
2258 self.object:setacceleration({
2259 x = 0,
2260 y = -self.fall_speed / (max(1, v.y) ^ 2),
2261 z = 0
2264 else
2266 -- fall damage onto solid ground
2267 if self.fall_damage == 1
2268 and self.object:getvelocity().y == 0 then
2270 local d = (self.old_y or 0) - self.object:get_pos().y
2272 if d > 5 then
2274 self.health = self.health - floor(d - 5)
2276 effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
2278 if check_for_death(self, "fall", {type = "fall"}) then
2279 return
2283 self.old_y = self.object:get_pos().y
2289 -- deal damage and effects when mob punched
2290 local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
2292 -- custom punch function
2293 if self.do_punch then
2295 -- when false skip going any further
2296 if self.do_punch(self, hitter, tflp, tool_caps, dir) == false then
2297 return
2301 -- error checking when mod profiling is enabled
2302 if not tool_capabilities then
2303 minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
2304 return
2307 -- is mob protected?
2308 if self.protected and hitter:is_player()
2309 and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
2310 minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!"))
2311 return
2315 -- weapon wear
2316 local weapon = hitter:get_wielded_item()
2317 local punch_interval = 1.4
2319 -- calculate mob damage
2320 local damage = 0
2321 local armor = self.object:get_armor_groups() or {}
2322 local tmp
2324 -- quick error check incase it ends up 0 (serialize.h check test)
2325 if tflp == 0 then
2326 tflp = 0.2
2329 if use_cmi then
2330 damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
2331 else
2333 for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
2335 tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
2337 if tmp < 0 then
2338 tmp = 0.0
2339 elseif tmp > 1 then
2340 tmp = 1.0
2343 damage = damage + (tool_capabilities.damage_groups[group] or 0)
2344 * tmp * ((armor[group] or 0) / 100.0)
2348 -- check for tool immunity or special damage
2349 for n = 1, #self.immune_to do
2351 if self.immune_to[n][1] == weapon:get_name() then
2353 damage = self.immune_to[n][2] or 0
2354 break
2358 -- healing
2359 if damage <= -1 then
2360 self.health = self.health - floor(damage)
2361 return
2364 if use_cmi then
2366 local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
2368 if cancel then return end
2371 -- add weapon wear
2372 if tool_capabilities then
2373 punch_interval = tool_capabilities.full_punch_interval or 1.4
2376 if weapon:get_definition()
2377 and weapon:get_definition().tool_capabilities then
2379 weapon:add_wear(floor((punch_interval / 75) * 9000))
2380 hitter:set_wielded_item(weapon)
2383 -- only play hit sound and show blood effects if damage is 1 or over
2384 if damage >= 1 then
2386 -- weapon sounds
2387 if weapon:get_definition().sounds ~= nil then
2389 local s = random(0, #weapon:get_definition().sounds)
2391 minetest.sound_play(weapon:get_definition().sounds[s], {
2392 object = self.object, --hitter,
2393 max_hear_distance = 8
2395 else
2396 minetest.sound_play("default_punch", {
2397 object = self.object, --hitter,
2398 max_hear_distance = 5
2402 -- blood_particles
2403 if self.blood_amount > 0
2404 and not disable_blood then
2406 local pos = self.object:get_pos()
2408 pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
2410 -- do we have a single blood texture or multiple?
2411 if type(self.blood_texture) == "table" then
2413 local blood = self.blood_texture[random(1, #self.blood_texture)]
2415 effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
2416 else
2417 effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
2421 -- do damage
2422 self.health = self.health - floor(damage)
2424 -- exit here if dead, special item check
2425 if weapon:get_name() == "mobs:pick_lava" then
2426 if check_for_death(self, "lava", {type = "punch",
2427 puncher = hitter}) then
2428 return
2430 else
2431 if check_for_death(self, "hit", {type = "punch",
2432 puncher = hitter}) then
2433 return
2437 -- knock back effect (only on full punch)
2438 if self.knock_back
2439 and tflp >= punch_interval then
2441 local v = self.object:getvelocity()
2442 local r = 1.4 - min(punch_interval, 1.4)
2443 local kb = r * 5
2444 local up = 2
2446 -- if already in air then dont go up anymore when hit
2447 if v.y > 0
2448 or self.fly then
2449 up = 0
2452 -- direction error check
2453 dir = dir or {x = 0, y = 0, z = 0}
2455 -- check if tool already has specific knockback value
2456 if tool_capabilities.damage_groups["knockback"] then
2457 kb = tool_capabilities.damage_groups["knockback"]
2458 else
2459 kb = kb * 1.5
2462 self.object:setvelocity({
2463 x = dir.x * kb,
2464 y = up,
2465 z = dir.z * kb
2468 self.pause_timer = 0.25
2470 end -- END if damage
2472 -- if skittish then run away
2473 if self.runaway == true then
2475 local lp = hitter:get_pos()
2476 local s = self.object:get_pos()
2477 local vec = {
2478 x = lp.x - s.x,
2479 y = lp.y - s.y,
2480 z = lp.z - s.z
2483 local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
2485 if lp.x > s.x then
2486 yaw = yaw + pi
2489 yaw = set_yaw(self, yaw, 6)
2490 self.state = "runaway"
2491 self.runaway_timer = 0
2492 self.following = nil
2495 local name = hitter:get_player_name() or ""
2497 -- attack puncher and call other mobs for help
2498 if self.passive == false
2499 and self.state ~= "flop"
2500 and self.child == false
2501 and hitter:get_player_name() ~= self.owner
2502 and not mobs.invis[ name ] then
2504 -- attack whoever punched mob
2505 self.state = ""
2506 do_attack(self, hitter)
2508 -- alert others to the attack
2509 local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
2510 local obj = nil
2512 for n = 1, #objs do
2514 obj = objs[n]:get_luaentity()
2516 if obj then
2518 -- only alert members of same mob
2519 if obj.group_attack == true
2520 and obj.state ~= "attack"
2521 and obj.owner ~= name
2522 and obj.name == self.name then
2523 do_attack(obj, hitter)
2526 -- have owned mobs attack player threat
2527 if obj.owner == name and obj.owner_loyal then
2528 do_attack(obj, self.object)
2536 -- get entity staticdata
2537 local mob_staticdata = function(self)
2539 -- remove mob when out of range unless tamed
2540 if remove_far
2541 and self.can_despawn
2542 and self.remove_ok
2543 and ((not self.nametag) or (self.nametag == ""))
2544 and self.lifetimer <= 20 then
2546 self.object:remove()
2548 return ""-- nil
2551 self.remove_ok = true
2552 self.attack = nil
2553 self.following = nil
2554 self.state = "stand"
2556 -- used to rotate older mobs
2557 if self.drawtype
2558 and self.drawtype == "side" then
2559 self.rotate = math.rad(90)
2562 if use_cmi then
2563 self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
2566 local tmp = {}
2568 for _,stat in pairs(self) do
2570 local t = type(stat)
2572 if t ~= "function"
2573 and t ~= "nil"
2574 and t ~= "userdata"
2575 and _ ~= "_cmi_components" then
2576 tmp[_] = self[_]
2580 return minetest.serialize(tmp)
2584 -- activate mob and reload settings
2585 local mob_activate = function(self, staticdata, def, dtime)
2587 -- remove monsters in peaceful mode
2588 if self.type == "monster"
2589 and peaceful_only then
2591 self.object:remove()
2593 return
2596 -- load entity variables
2597 local tmp = minetest.deserialize(staticdata)
2599 if tmp then
2600 for _,stat in pairs(tmp) do
2601 self[_] = stat
2605 -- select random texture, set model and size
2606 if not self.base_texture then
2608 -- compatiblity with old simple mobs textures
2609 if type(def.textures[1]) == "string" then
2610 def.textures = {def.textures}
2613 self.base_texture = def.textures[random(1, #def.textures)]
2614 self.base_mesh = def.mesh
2615 self.base_size = self.visual_size
2616 self.base_colbox = self.collisionbox
2617 self.base_selbox = self.selectionbox
2620 -- for current mobs that dont have this set
2621 if not self.base_selbox then
2622 self.base_selbox = self.selectionbox or self.base_colbox
2625 -- set texture, model and size
2626 local textures = self.base_texture
2627 local mesh = self.base_mesh
2628 local vis_size = self.base_size
2629 local colbox = self.base_colbox
2630 local selbox = self.base_selbox
2632 -- specific texture if gotten
2633 if self.gotten == true
2634 and def.gotten_texture then
2635 textures = def.gotten_texture
2638 -- specific mesh if gotten
2639 if self.gotten == true
2640 and def.gotten_mesh then
2641 mesh = def.gotten_mesh
2644 -- set child objects to half size
2645 if self.child == true then
2647 vis_size = {
2648 x = self.base_size.x * .5,
2649 y = self.base_size.y * .5,
2652 if def.child_texture then
2653 textures = def.child_texture[1]
2656 colbox = {
2657 self.base_colbox[1] * .5,
2658 self.base_colbox[2] * .5,
2659 self.base_colbox[3] * .5,
2660 self.base_colbox[4] * .5,
2661 self.base_colbox[5] * .5,
2662 self.base_colbox[6] * .5
2664 selbox = {
2665 self.base_selbox[1] * .5,
2666 self.base_selbox[2] * .5,
2667 self.base_selbox[3] * .5,
2668 self.base_selbox[4] * .5,
2669 self.base_selbox[5] * .5,
2670 self.base_selbox[6] * .5
2674 if self.health == 0 then
2675 self.health = random (self.hp_min, self.hp_max)
2678 -- pathfinding init
2679 self.path = {}
2680 self.path.way = {} -- path to follow, table of positions
2681 self.path.lastpos = {x = 0, y = 0, z = 0}
2682 self.path.stuck = false
2683 self.path.following = false -- currently following path?
2684 self.path.stuck_timer = 0 -- if stuck for too long search for path
2686 -- mob defaults
2687 self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
2688 self.old_y = self.object:get_pos().y
2689 self.old_health = self.health
2690 self.sounds.distance = self.sounds.distance or 10
2691 self.textures = textures
2692 self.mesh = mesh
2693 self.collisionbox = colbox
2694 self.selectionbox = selbox
2695 self.visual_size = vis_size
2696 self.standing_in = ""
2698 -- check existing nametag
2699 if not self.nametag then
2700 self.nametag = def.nametag
2703 -- set anything changed above
2704 self.object:set_properties(self)
2705 set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
2706 update_tag(self)
2707 set_animation(self, "stand")
2709 -- run on_spawn function if found
2710 if self.on_spawn and not self.on_spawn_run then
2711 if self.on_spawn(self) then
2712 self.on_spawn_run = true -- if true, set flag to run once only
2716 -- run after_activate
2717 if def.after_activate then
2718 def.after_activate(self, staticdata, def, dtime)
2721 if use_cmi then
2722 self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
2723 cmi.notify_activate(self.object, dtime)
2728 -- main mob function
2729 local mob_step = function(self, dtime)
2731 if use_cmi then
2732 cmi.notify_step(self.object, dtime)
2735 local pos = self.object:get_pos()
2736 local yaw = 0
2738 -- Despawning: when lifetimer expires, remove mob
2739 if remove_far
2740 and self.can_despawn == true
2741 and ((not self.nametag) or (self.nametag == "")) then
2743 -- TODO: Finish up implementation of despawning rules
2745 self.lifetimer = self.lifetimer - dtime
2747 if self.lifetimer <= 0 then
2749 -- only despawn away from player
2750 local objs = minetest.get_objects_inside_radius(pos, 32)
2752 for n = 1, #objs do
2754 if objs[n]:is_player() then
2756 self.lifetimer = 20
2758 return
2762 self.object:remove()
2764 return
2768 falling(self, pos)
2770 -- smooth rotation by ThomasMonroe314
2772 if self.delay and self.delay > 0 then
2774 local yaw = self.object:get_yaw()
2776 if self.delay == 1 then
2777 yaw = self.target_yaw
2778 else
2779 local dif = abs(yaw - self.target_yaw)
2781 if yaw > self.target_yaw then
2783 if dif > pi then
2784 dif = 2 * pi - dif -- need to add
2785 yaw = yaw + dif / self.delay
2786 else
2787 yaw = yaw - dif / self.delay -- need to subtract
2790 elseif yaw < self.target_yaw then
2792 if dif > pi then
2793 dif = 2 * pi - dif
2794 yaw = yaw - dif / self.delay -- need to subtract
2795 else
2796 yaw = yaw + dif / self.delay -- need to add
2800 if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
2801 if yaw < 0 then yaw = yaw + (pi * 2) end
2804 self.delay = self.delay - 1
2805 self.object:set_yaw(yaw)
2808 -- end rotation
2810 -- knockback timer
2811 if self.pause_timer > 0 then
2813 self.pause_timer = self.pause_timer - dtime
2815 return
2818 -- run custom function (defined in mob lua file)
2819 if self.do_custom then
2821 -- when false skip going any further
2822 if self.do_custom(self, dtime) == false then
2823 return
2827 -- attack timer
2828 self.timer = self.timer + dtime
2830 if self.state ~= "attack" then
2832 if self.timer < 1 then
2833 return
2836 self.timer = 0
2839 -- never go over 100
2840 if self.timer > 100 then
2841 self.timer = 1
2844 -- mob plays random sound at times
2845 if random(1, 100) == 1 then
2846 mob_sound(self, self.sounds.random)
2849 -- environmental damage timer (every 1 second)
2850 self.env_damage_timer = self.env_damage_timer + dtime
2852 if (self.state == "attack" and self.env_damage_timer > 1)
2853 or self.state ~= "attack" then
2855 self.env_damage_timer = 0
2857 -- check for environmental damage (water, fire, lava etc.)
2858 do_env_damage(self)
2860 -- node replace check (cow eats grass etc.)
2861 replace(self, pos)
2864 monster_attack(self)
2866 npc_attack(self)
2868 breed(self)
2870 follow_flop(self)
2872 do_states(self, dtime)
2874 do_jump(self)
2876 runaway_from(self)
2881 -- default function when mobs are blown up with TNT
2882 local do_tnt = function(obj, damage)
2884 obj.object:punch(obj.object, 1.0, {
2885 full_punch_interval = 1.0,
2886 damage_groups = {fleshy = damage},
2887 }, nil)
2889 return false, true, {}
2893 mobs.spawning_mobs = {}
2895 -- Code to execute before custom on_rightclick handling
2896 local on_rightclick_prefix = function(self, clicker)
2897 local item = clicker:get_wielded_item()
2899 -- Name mob with nametag
2900 if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
2902 local tag = item:get_meta():get_string("name")
2903 if tag ~= "" then
2904 if string.len(tag) > MAX_MOB_NAME_LENGTH then
2905 tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
2907 self.nametag = tag
2909 update_tag(self)
2911 if not mobs.is_creative(clicker:get_player_name()) then
2912 item:take_item()
2913 clicker:set_wielded_item(item)
2915 return true
2919 return false
2922 local create_mob_on_rightclick = function(on_rightclick)
2923 return function(self, clicker)
2924 local stop = on_rightclick_prefix(self, clicker)
2925 if (not stop) and (on_rightclick) then
2926 on_rightclick(self, clicker)
2931 -- register mob entity
2932 function mobs:register_mob(name, def)
2934 mobs.spawning_mobs[name] = true
2936 local can_despawn
2937 if def.can_despawn ~= nil then
2938 can_despawn = def.can_despawn
2939 else
2940 if def.type == "monster" then
2941 can_despawn = true
2942 else
2943 can_despawn = false
2946 minetest.register_entity(name, {
2948 stepheight = def.stepheight or 1.1, -- was 0.6
2949 name = name,
2950 type = def.type,
2951 attack_type = def.attack_type,
2952 fly = def.fly,
2953 fly_in = def.fly_in or "air",
2954 owner = def.owner or "",
2955 order = def.order or "",
2956 on_die = def.on_die,
2957 do_custom = def.do_custom,
2958 jump_height = def.jump_height or 4, -- was 6
2959 drawtype = def.drawtype, -- DEPRECATED, use rotate instead
2960 rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
2961 lifetimer = def.lifetimer or 57.73,
2962 hp_min = max(1, (def.hp_min or 5) * difficulty),
2963 hp_max = max(1, (def.hp_max or 10) * difficulty),
2964 physical = true,
2965 collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
2966 selectionbox = def.selectionbox or def.collisionbox,
2967 visual = def.visual,
2968 visual_size = def.visual_size or {x = 1, y = 1},
2969 mesh = def.mesh,
2970 makes_footstep_sound = def.makes_footstep_sound or false,
2971 view_range = def.view_range or 5,
2972 walk_velocity = def.walk_velocity or 1,
2973 run_velocity = def.run_velocity or 2,
2974 damage = max(0, (def.damage or 0) * difficulty),
2975 light_damage = def.light_damage or 0,
2976 sunlight_damage = def.sunlight_damage or 0,
2977 water_damage = def.water_damage or 0,
2978 lava_damage = def.lava_damage or 0,
2979 suffocation = def.suffocation or 2,
2980 fall_damage = def.fall_damage or 1,
2981 fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
2982 drops = def.drops or {},
2983 armor = def.armor or 100,
2984 on_rightclick = create_mob_on_rightclick(def.on_rightclick),
2985 arrow = def.arrow,
2986 shoot_interval = def.shoot_interval,
2987 sounds = def.sounds or {},
2988 animation = def.animation,
2989 follow = def.follow,
2990 jump = def.jump ~= false,
2991 walk_chance = def.walk_chance or 50,
2992 attacks_monsters = def.attacks_monsters or false,
2993 group_attack = def.group_attack or false,
2994 passive = def.passive or false,
2995 knock_back = def.knock_back ~= false,
2996 blood_amount = def.blood_amount or 5,
2997 blood_texture = def.blood_texture or "mobs_blood.png",
2998 shoot_offset = def.shoot_offset or 0,
2999 floats = def.floats or 1, -- floats in water by default
3000 replace_rate = def.replace_rate,
3001 replace_what = def.replace_what,
3002 replace_with = def.replace_with,
3003 replace_offset = def.replace_offset or 0,
3004 on_replace = def.on_replace,
3005 timer = 0,
3006 env_damage_timer = 0, -- only used when state = "attack"
3007 tamed = false,
3008 pause_timer = 0,
3009 horny = false,
3010 hornytimer = 0,
3011 child = false,
3012 gotten = false,
3013 health = 0,
3014 reach = def.reach or 3,
3015 htimer = 0,
3016 texture_list = def.textures,
3017 child_texture = def.child_texture,
3018 docile_by_day = def.docile_by_day or false,
3019 time_of_day = 0.5,
3020 fear_height = def.fear_height or 0,
3021 runaway = def.runaway,
3022 runaway_timer = 0,
3023 pathfinding = def.pathfinding,
3024 immune_to = def.immune_to or {},
3025 explosion_radius = def.explosion_radius,
3026 explosion_damage_radius = def.explosion_damage_radius,
3027 explosion_timer = def.explosion_timer or 3,
3028 allow_fuse_reset = def.allow_fuse_reset ~= false,
3029 stop_to_explode = def.stop_to_explode ~= false,
3030 custom_attack = def.custom_attack,
3031 double_melee_attack = def.double_melee_attack,
3032 dogshoot_switch = def.dogshoot_switch,
3033 dogshoot_count = 0,
3034 dogshoot_count_max = def.dogshoot_count_max or 5,
3035 dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
3036 attack_animals = def.attack_animals or false,
3037 specific_attack = def.specific_attack,
3038 runaway_from = def.runaway_from,
3039 owner_loyal = def.owner_loyal,
3040 facing_fence = false,
3041 _cmi_is_mob = true,
3043 -- MCL2 extensions
3044 ignores_nametag = def.ignores_nametag or false,
3045 rain_damage = def.rain_damage or 0,
3046 can_despawn = can_despawn,
3048 on_spawn = def.on_spawn,
3050 on_blast = def.on_blast or do_tnt,
3052 on_step = mob_step,
3054 do_punch = def.do_punch,
3056 on_punch = mob_punch,
3058 on_breed = def.on_breed,
3060 on_grown = def.on_grown,
3062 on_activate = function(self, staticdata, dtime)
3063 return mob_activate(self, staticdata, def, dtime)
3064 end,
3066 get_staticdata = function(self)
3067 return mob_staticdata(self)
3068 end,
3072 end -- END mobs:register_mob function
3075 -- count how many mobs of one type are inside an area
3076 local count_mobs = function(pos, type)
3078 local num_type = 0
3079 local num_total = 0
3080 local objs = minetest.get_objects_inside_radius(pos, aoc_range)
3082 for n = 1, #objs do
3084 if not objs[n]:is_player() then
3086 local obj = objs[n]:get_luaentity()
3088 -- count mob type and add to total also
3089 if obj and obj.name and obj.name == type then
3091 num_type = num_type + 1
3092 num_total = num_total + 1
3094 -- add to total mobs
3095 elseif obj and obj.name and obj.health ~= nil then
3097 num_total = num_total + 1
3102 return num_type, num_total
3106 -- global functions
3108 function mobs:spawn_abm_check(pos, node, name)
3109 -- global function to add additional spawn checks
3110 -- return true to stop spawning mob
3114 function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
3115 interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
3117 -- Do mobs spawn at all?
3118 if not mobs_spawn then
3119 return
3122 -- chance/spawn number override in minetest.conf for registered mob
3123 local numbers = minetest.settings:get(name)
3125 if numbers then
3126 numbers = numbers:split(",")
3127 chance = tonumber(numbers[1]) or chance
3128 aoc = tonumber(numbers[2]) or aoc
3130 if chance == 0 then
3131 minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
3132 return
3135 minetest.log("action",
3136 string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
3140 minetest.register_abm({
3142 label = name .. " spawning",
3143 nodenames = nodes,
3144 neighbors = neighbors,
3145 interval = interval,
3146 chance = max(1, (chance * mob_chance_multiplier)),
3147 catch_up = false,
3149 action = function(pos, node, active_object_count, active_object_count_wider)
3151 -- is mob actually registered?
3152 if not mobs.spawning_mobs[name]
3153 or not minetest.registered_entities[name] then
3154 return
3157 -- additional custom checks for spawning mob
3158 if mobs:spawn_abm_check(pos, node, name) == true then
3159 return
3162 -- do not spawn if too many of same mob in area
3163 if active_object_count_wider >= max_per_block
3164 or count_mobs(pos, name) >= aoc then
3165 -- too many entities
3166 return
3169 -- if toggle set to nil then ignore day/night check
3170 if day_toggle ~= nil then
3172 local tod = (minetest.get_timeofday() or 0) * 24000
3174 if tod > 4500 and tod < 19500 then
3175 -- daylight, but mob wants night
3176 if day_toggle == false then
3177 -- mob needs night
3178 return
3180 else
3181 -- night time but mob wants day
3182 if day_toggle == true then
3183 -- mob needs day
3184 return
3189 -- spawn above node
3190 pos.y = pos.y + 1
3192 -- only spawn away from player
3193 local objs = minetest.get_objects_inside_radius(pos, 10)
3195 for n = 1, #objs do
3197 if objs[n]:is_player() then
3198 -- player too close
3199 return
3203 -- mobs cannot spawn in protected areas when enabled
3204 if not spawn_protected
3205 and minetest.is_protected(pos, "") then
3206 return
3209 -- are we spawning within height limits?
3210 if pos.y > max_height
3211 or pos.y < min_height then
3212 return
3215 -- are light levels ok?
3216 local light = minetest.get_node_light(pos)
3217 if not light
3218 or light > max_light
3219 or light < min_light then
3220 return
3223 -- do we have enough height clearance to spawn mob?
3224 local ent = minetest.registered_entities[name]
3225 local height = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
3227 for n = 0, height do
3229 local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
3231 if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
3232 -- inside block
3233 return
3237 -- spawn mob half block higher than ground
3238 pos.y = pos.y + 0.5
3240 local mob = minetest.add_entity(pos, name)
3242 if on_spawn then
3244 local ent = mob:get_luaentity()
3246 on_spawn(ent, pos)
3253 -- compatibility with older mob registration
3254 function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
3256 mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
3257 chance, active_object_count, -31000, max_height, day_toggle)
3261 -- MarkBu's spawn function
3262 function mobs:spawn(def)
3264 local name = def.name
3265 local nodes = def.nodes or {"group:soil", "group:stone"}
3266 local neighbors = def.neighbors or {"air"}
3267 local min_light = def.min_light or 0
3268 local max_light = def.max_light or 15
3269 local interval = def.interval or 30
3270 local chance = def.chance or 5000
3271 local active_object_count = def.active_object_count or 1
3272 local min_height = def.min_height or -31000
3273 local max_height = def.max_height or 31000
3274 local day_toggle = def.day_toggle
3275 local on_spawn = def.on_spawn
3277 mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
3278 chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
3282 -- register arrow for shoot attack
3283 function mobs:register_arrow(name, def)
3285 if not name or not def then return end -- errorcheck
3287 minetest.register_entity(name, {
3289 physical = false,
3290 visual = def.visual,
3291 visual_size = def.visual_size,
3292 textures = def.textures,
3293 velocity = def.velocity,
3294 hit_player = def.hit_player,
3295 hit_node = def.hit_node,
3296 hit_mob = def.hit_mob,
3297 drop = def.drop or false, -- drops arrow as registered item when true
3298 collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
3299 timer = 0,
3300 switch = 0,
3301 owner_id = def.owner_id,
3302 rotate = def.rotate,
3303 automatic_face_movement_dir = def.rotate
3304 and (def.rotate - (pi / 180)) or false,
3306 on_activate = def.on_activate,
3308 on_step = def.on_step or function(self, dtime)
3310 self.timer = self.timer + 1
3312 local pos = self.object:get_pos()
3314 if self.switch == 0
3315 or self.timer > 150
3316 or not within_limits(pos, 0) then
3318 self.object:remove();
3320 return
3323 -- does arrow have a tail (fireball)
3324 if def.tail
3325 and def.tail == 1
3326 and def.tail_texture then
3328 minetest.add_particle({
3329 pos = pos,
3330 velocity = {x = 0, y = 0, z = 0},
3331 acceleration = {x = 0, y = 0, z = 0},
3332 expirationtime = def.expire or 0.25,
3333 collisiondetection = false,
3334 texture = def.tail_texture,
3335 size = def.tail_size or 5,
3336 glow = def.glow or 0,
3340 if self.hit_node then
3342 local node = node_ok(pos).name
3344 if minetest.registered_nodes[node].walkable then
3346 self.hit_node(self, pos, node)
3348 if self.drop == true then
3350 pos.y = pos.y + 1
3352 self.lastpos = (self.lastpos or pos)
3354 minetest.add_item(self.lastpos, self.object:get_luaentity().name)
3357 self.object:remove();
3359 return
3363 if self.hit_player or self.hit_mob then
3365 for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
3367 if self.hit_player
3368 and player:is_player() then
3370 self.hit_player(self, player)
3371 self.object:remove();
3372 return
3375 local entity = player:get_luaentity()
3377 if entity
3378 and self.hit_mob
3379 and entity._cmi_is_mob == true
3380 and tostring(player) ~= self.owner_id
3381 and entity.name ~= self.object:get_luaentity().name then
3383 self.hit_mob(self, player)
3385 self.object:remove();
3387 return
3392 self.lastpos = pos
3398 -- compatibility function
3399 function mobs:explosion(pos, radius)
3400 local self = {sounds = {}}
3401 self.sounds.explode = "tnt_explode"
3402 mobs:boom(self, pos, radius)
3406 -- no damage to nodes explosion
3407 function mobs:safe_boom(self, pos, radius)
3409 minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
3410 pos = pos,
3411 gain = 1.0,
3412 max_hear_distance = self.sounds and self.sounds.distance or 32
3415 entity_physics(pos, radius)
3416 effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
3420 -- make explosion with protection and tnt mod check
3421 function mobs:boom(self, pos, radius)
3423 if mobs_griefing
3424 and mod_tnt and tnt and tnt.boom
3425 and not minetest.is_protected(pos, "") then
3427 tnt.boom(pos, {
3428 radius = radius,
3429 damage_radius = radius,
3430 sound = self.sounds and self.sounds.explode,
3431 explode_center = true,
3433 else
3434 mobs:safe_boom(self, pos, radius)
3439 -- Register spawn eggs
3441 -- Note: This also introduces the “spawn_egg” group:
3442 -- * spawn_egg=1: Spawn egg (generic mob, no metadata)
3443 -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
3444 function mobs:register_egg(mob, desc, background, addegg, no_creative)
3446 local grp = {spawn_egg = 1}
3448 -- do NOT add this egg to creative inventory (e.g. dungeon master)
3449 if creative and no_creative == true then
3450 grp.not_in_creative_inventory = 1
3453 local invimg = background
3455 if addegg == 1 then
3456 invimg = "mobs_chicken_egg.png^(" .. invimg ..
3457 "^[mask:mobs_chicken_egg_overlay.png)"
3460 -- register old stackable mob egg
3461 minetest.register_craftitem(mob, {
3463 description = desc,
3464 inventory_image = invimg,
3465 groups = grp,
3467 _doc_items_longdesc = "This allows you to place a single mob.",
3468 _doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.",
3470 on_place = function(itemstack, placer, pointed_thing)
3472 local pos = pointed_thing.above
3474 -- am I clicking on something with existing on_rightclick function?
3475 local under = minetest.get_node(pointed_thing.under)
3476 local def = minetest.registered_nodes[under.name]
3477 if def and def.on_rightclick then
3478 return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
3481 if pos
3482 and within_limits(pos, 0)
3483 and not minetest.is_protected(pos, placer:get_player_name()) then
3485 local name = placer:get_player_name()
3486 local privs = minetest.get_player_privs(name)
3487 if not privs.maphack then
3488 minetest.chat_send_player(name, "You need the “maphack” privilege to change the mob spawner.")
3489 return itemstack
3491 if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
3492 mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
3493 if not minetest.settings:get_bool("creative_mode") then
3494 itemstack:take_item()
3496 return itemstack
3499 if not minetest.registered_entities[mob] then
3500 return itemstack
3503 pos.y = pos.y + 1
3505 local mob = minetest.add_entity(pos, mob)
3506 local ent = mob:get_luaentity()
3508 -- don't set owner if monster or sneak pressed
3509 if ent.type ~= "monster"
3510 and not placer:get_player_control().sneak then
3511 ent.owner = placer:get_player_name()
3512 ent.tamed = true
3515 -- set nametag
3516 local nametag = itemstack:get_meta():get_string("name")
3517 if nametag ~= "" then
3518 if string.len(nametag) > MAX_MOB_NAME_LENGTH then
3519 nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
3521 ent.nametag = nametag
3522 update_tag(ent)
3525 -- if not in creative then take item
3526 if not mobs.is_creative(placer:get_player_name()) then
3527 itemstack:take_item()
3531 return itemstack
3532 end,
3538 -- No-op in MCL2 (capturing mobs is not possible).
3539 -- Provided for compability with Mobs Redo
3540 function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
3541 return false
3545 -- protect tamed mob with rune item
3546 function mobs:protect(self, clicker)
3547 local name = clicker:get_player_name()
3548 local tool = clicker:get_wielded_item()
3550 if tool:get_name() ~= "mobs:protector" then
3551 return false
3554 if self.tamed == false then
3555 minetest.chat_send_player(name, S("Not tamed!"))
3556 return true -- false
3559 if self.protected == true then
3560 minetest.chat_send_player(name, S("Already protected!"))
3561 return true -- false
3564 if not mobs.is_creative(clicker:get_player_name()) then
3565 tool:take_item() -- take 1 protection rune
3566 clicker:set_wielded_item(tool)
3569 self.protected = true
3571 local pos = self.object:get_pos()
3572 pos.y = pos.y + self.collisionbox[2] + 0.5
3574 effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
3576 mob_sound(self, "mobs_spell")
3578 return true
3582 local mob_obj = {}
3583 local mob_sta = {}
3585 -- feeding, taming and breeding (thanks blert2112)
3586 function mobs:feed_tame(self, clicker, feed_count, breed, tame)
3587 if not self.follow then
3588 return false
3591 -- can eat/tame with item in hand
3592 if follow_holding(self, clicker) then
3594 -- if not in creative then take item
3595 if not mobs.is_creative(clicker:get_player_name()) then
3597 local item = clicker:get_wielded_item()
3599 item:take_item()
3601 clicker:set_wielded_item(item)
3604 -- increase health
3605 self.health = self.health + 4
3607 if self.health >= self.hp_max then
3609 self.health = self.hp_max
3611 if self.htimer < 1 then
3612 self.htimer = 5
3616 self.object:set_hp(self.health)
3618 update_tag(self)
3620 -- make children grow quicker
3621 if self.child == true then
3623 self.hornytimer = self.hornytimer + 20
3625 return true
3628 -- feed and tame
3629 self.food = (self.food or 0) + 1
3630 if self.food >= feed_count then
3632 self.food = 0
3634 if breed and self.hornytimer == 0 then
3635 self.horny = true
3638 self.gotten = false
3640 if tame then
3642 self.tamed = true
3644 if not self.owner or self.owner == "" then
3645 self.owner = clicker:get_player_name()
3649 -- make sound when fed so many times
3650 mob_sound(self, self.sounds.random)
3653 return true
3656 return false
3659 -- Spawn a child
3660 function mobs:spawn_child(pos, mob_type)
3661 local child = minetest.add_entity(pos, mob_type)
3662 if not child then
3663 return
3666 local ent = child:get_luaentity()
3667 effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
3669 ent.child = true
3671 local textures
3672 -- using specific child texture (if found)
3673 if ent.child_texture then
3674 textures = ent.child_texture[1]
3677 -- and resize to half height
3678 child:set_properties({
3679 textures = textures,
3680 visual_size = {
3681 x = ent.base_size.x * .5,
3682 y = ent.base_size.y * .5,
3684 collisionbox = {
3685 ent.base_colbox[1] * .5,
3686 ent.base_colbox[2] * .5,
3687 ent.base_colbox[3] * .5,
3688 ent.base_colbox[4] * .5,
3689 ent.base_colbox[5] * .5,
3690 ent.base_colbox[6] * .5,
3692 selectionbox = {
3693 ent.base_selbox[1] * .5,
3694 ent.base_selbox[2] * .5,
3695 ent.base_selbox[3] * .5,
3696 ent.base_selbox[4] * .5,
3697 ent.base_selbox[5] * .5,
3698 ent.base_selbox[6] * .5,
3702 return child
3706 -- compatibility function for old entities to new modpack entities
3707 function mobs:alias_mob(old_name, new_name)
3709 -- spawn egg
3710 minetest.register_alias(old_name, new_name)
3712 -- entity
3713 minetest.register_entity(":" .. old_name, {
3715 physical = false,
3717 on_step = function(self)
3719 if minetest.registered_entities[new_name] then
3720 minetest.add_entity(self.object:get_pos(), new_name)
3723 self.object:remove()