Update Mobs Redo (1.41)
[MineClone/MineClone2.git] / mods / ENTITIES / mobs / api.lua
blob708e10c00cad20dcedc92be91d489b151ea18a35
2 -- Mobs Api
4 mobs = {}
5 mobs.mod = "redo"
6 mobs.version = "20180523"
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 --error("atan bassed NaN")
48 return 0
49 else
50 return atann(x)
51 end
52 end
55 -- Load settings
56 local damage_enabled = minetest.settings:get_bool("enable_damage")
57 local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
58 local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
59 local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
60 local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
61 local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
62 local creative = minetest.settings:get_bool("creative_mode")
63 local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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"
97 -- play sound
98 local mob_sound = function(self, sound)
100 if sound then
101 minetest.sound_play(sound, {
102 object = self.object,
103 gain = 1.0,
104 max_hear_distance = self.sounds.distance
110 -- attack player/mob
111 local do_attack = function(self, player)
113 if self.state == "attack" then
114 return
117 self.attack = player
118 self.state = "attack"
120 if random(0, 100) < 90 then
121 mob_sound(self, self.sounds.war_cry)
126 -- move mob in facing direction
127 local set_velocity = function(self, v)
129 -- do not move if mob has been ordered to stay
130 if self.order == "stand" then
131 self.object:setvelocity({x = 0, y = 0, z = 0})
132 return
135 local yaw = (self.object:get_yaw() or 0) + self.rotate
137 self.object:setvelocity({
138 x = sin(yaw) * -v,
139 y = self.object:getvelocity().y,
140 z = cos(yaw) * v
145 -- calculate mob velocity
146 local get_velocity = function(self)
148 local v = self.object:getvelocity()
150 return (v.x * v.x + v.z * v.z) ^ 0.5
154 -- set and return valid yaw
155 local set_yaw = function(self, yaw, delay)
157 if not yaw or yaw ~= yaw then
158 yaw = 0
161 delay = delay or 0
163 if delay == 0 then
164 self.object:set_yaw(yaw)
165 return yaw
168 self.target_yaw = yaw
169 self.delay = delay
171 return self.target_yaw
174 -- global function to set mob yaw
175 function mobs:yaw(self, yaw, delay)
176 set_yaw(self, yaw, delay)
180 -- set defined animation
181 local set_animation = function(self, anim)
183 if not self.animation
184 or not anim then return end
186 self.animation.current = self.animation.current or ""
188 if anim == self.animation.current
189 or not self.animation[anim .. "_start"]
190 or not self.animation[anim .. "_end"] then
191 return
194 self.animation.current = anim
196 self.object:set_animation({
197 x = self.animation[anim .. "_start"],
198 y = self.animation[anim .. "_end"]},
199 self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
200 0, self.animation[anim .. "_loop"] ~= false)
204 -- above function exported for mount.lua
205 function mobs:set_animation(self, anim)
206 set_animation(self, anim)
210 -- calculate distance
211 local get_distance = function(a, b)
213 local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
215 return square(x * x + y * y + z * z)
219 -- check line of sight (BrunoMine)
220 local line_of_sight = function(self, pos1, pos2, stepsize)
222 stepsize = stepsize or 1
224 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
226 -- normal walking and flying mobs can see you through air
227 if s == true then
228 return true
231 -- New pos1 to be analyzed
232 local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
234 local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
236 -- Checks the return
237 if r == true then return true end
239 -- Nodename found
240 local nn = minetest.get_node(pos).name
242 -- Target Distance (td) to travel
243 local td = get_distance(pos1, pos2)
245 -- Actual Distance (ad) traveled
246 local ad = 0
248 -- It continues to advance in the line of sight in search of a real
249 -- obstruction which counts as 'normal' nodebox.
250 while minetest.registered_nodes[nn]
251 and (minetest.registered_nodes[nn].walkable == false
252 or minetest.registered_nodes[nn].drawtype == "nodebox") do
254 -- Check if you can still move forward
255 if td < ad + stepsize then
256 return true -- Reached the target
259 -- Moves the analyzed pos
260 local d = get_distance(pos1, pos2)
262 npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
263 npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
264 npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
266 -- NaN checks
267 if d == 0
268 or npos1.x ~= npos1.x
269 or npos1.y ~= npos1.y
270 or npos1.z ~= npos1.z then
271 return false
274 ad = ad + stepsize
276 -- scan again
277 r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
279 if r == true then return true end
281 -- New Nodename found
282 nn = minetest.get_node(pos).name
286 return false
290 -- are we flying in what we are suppose to? (taikedz)
291 local flight_check = function(self, pos_w)
293 local nod = self.standing_in
294 local def = minetest.registered_nodes[nod]
296 if not def then return false end -- nil check
298 if type(self.fly_in) == "string"
299 and nod == self.fly_in then
301 return true
303 elseif type(self.fly_in) == "table" then
305 for _,fly_in in pairs(self.fly_in) do
307 if nod == fly_in then
309 return true
314 -- stops mobs getting stuck inside stairs and plantlike nodes
315 if def.drawtype ~= "airlike"
316 and def.drawtype ~= "liquid"
317 and def.drawtype ~= "flowingliquid" then
318 return true
321 return false
325 -- custom particle effects
326 local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
328 radius = radius or 2
329 min_size = min_size or 0.5
330 max_size = max_size or 1
331 gravity = gravity or -10
332 glow = glow or 0
334 minetest.add_particlespawner({
335 amount = amount,
336 time = 0.25,
337 minpos = pos,
338 maxpos = pos,
339 minvel = {x = -radius, y = -radius, z = -radius},
340 maxvel = {x = radius, y = radius, z = radius},
341 minacc = {x = 0, y = gravity, z = 0},
342 maxacc = {x = 0, y = gravity, z = 0},
343 minexptime = 0.1,
344 maxexptime = 1,
345 minsize = min_size,
346 maxsize = max_size,
347 texture = texture,
348 glow = glow,
353 local update_tag = function(self)
354 --DISABLED IN MCL2
355 --[=[
356 local col = "#00FF00"
357 local qua = self.hp_max / 4
359 if self.health <= floor(qua * 3) then
360 col = "#FFFF00"
363 if self.health <= floor(qua * 2) then
364 col = "#FF6600"
367 if self.health <= floor(qua) then
368 col = "#FF0000"
372 self.object:set_properties({
373 nametag = self.nametag,
379 -- drop items
380 local item_drop = function(self, cooked)
382 -- no drops if disabled by setting
383 if not mobs_drop_items then return end
385 -- no drops for child mobs
386 if self.child then return end
388 local obj, item, num
389 local pos = self.object:get_pos()
391 self.drops = self.drops or {} -- nil check
393 for n = 1, #self.drops do
395 if random(1, self.drops[n].chance) == 1 then
397 num = random(self.drops[n].min or 1, self.drops[n].max or 1)
398 item = self.drops[n].name
400 -- cook items when true
401 if cooked then
403 local output = minetest.get_craft_result({
404 method = "cooking", width = 1, items = {item}})
406 if output and output.item and not output.item:is_empty() then
407 item = output.item:get_name()
411 -- add item if it exists
412 obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
414 if obj and obj:get_luaentity() then
416 obj:setvelocity({
417 x = random(-10, 10) / 9,
418 y = 6,
419 z = random(-10, 10) / 9,
421 elseif obj then
422 obj:remove() -- item does not exist
427 self.drops = {}
431 -- check if mob is dead or only hurt
432 local check_for_death = function(self, cause, cmi_cause)
434 -- has health actually changed?
435 if self.health == self.old_health and self.health > 0 then
436 return
439 self.old_health = self.health
441 -- still got some health? play hurt sound
442 if self.health > 0 then
444 mob_sound(self, self.sounds.damage)
446 -- make sure health isn't higher than max
447 if self.health > self.hp_max then
448 self.health = self.hp_max
451 -- backup nametag so we can show health stats
452 if not self.nametag2 then
453 self.nametag2 = self.nametag or ""
456 if show_health
457 and (cmi_cause and cmi_cause.type == "punch") then
459 self.htimer = 2
460 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
462 update_tag(self)
465 return false
468 -- dropped cooked item if mob died in lava
469 if cause == "lava" then
470 item_drop(self, true)
471 else
472 item_drop(self, nil)
475 mob_sound(self, self.sounds.death)
477 local pos = self.object:get_pos()
479 -- execute custom death function
480 if self.on_die then
482 self.on_die(self, pos)
484 if use_cmi then
485 cmi.notify_die(self.object, cmi_cause)
488 self.object:remove()
490 return true
493 -- default death function and die animation (if defined)
494 if self.animation
495 and self.animation.die_start
496 and self.animation.die_end then
498 local frames = self.animation.die_end - self.animation.die_start
499 local speed = self.animation.die_speed or 15
500 local length = max(frames / speed, 0)
502 self.attack = nil
503 self.v_start = false
504 self.timer = 0
505 self.blinktimer = 0
506 self.passive = true
507 self.state = "die"
508 set_velocity(self, 0)
509 set_animation(self, "die")
511 minetest.after(length, function(self)
513 if use_cmi then
514 cmi.notify_die(self.object, cmi_cause)
517 self.object:remove()
518 end, self)
519 else
521 if use_cmi then
522 cmi.notify_die(self.object, cmi_cause)
525 self.object:remove()
528 effect(pos, 20, "tnt_smoke.png")
530 return true
534 -- check if within physical map limits (-30911 to 30927)
535 local within_limits = function(pos, radius)
537 if (pos.x - radius) > -30913
538 and (pos.x + radius) < 30928
539 and (pos.y - radius) > -30913
540 and (pos.y + radius) < 30928
541 and (pos.z - radius) > -30913
542 and (pos.z + radius) < 30928 then
543 return true -- within limits
546 return false -- beyond limits
550 -- is mob facing a cliff
551 local is_at_cliff = function(self)
553 if self.fear_height == 0 then -- 0 for no falling protection!
554 return false
557 local yaw = self.object:get_yaw()
558 local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
559 local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
560 local pos = self.object:get_pos()
561 local ypos = pos.y + self.collisionbox[2] -- just above floor
563 if minetest.line_of_sight(
564 {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
565 {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
566 , 1) then
568 return true
571 return false
575 -- get node but use fallback for nil or unknown
576 local node_ok = function(pos, fallback)
578 fallback = fallback or mobs.fallback_node
580 local node = minetest.get_node_or_nil(pos)
582 if node and minetest.registered_nodes[node.name] then
583 return node
586 return minetest.registered_nodes[fallback]
590 -- environmental damage (water, lava, fire, light etc.)
591 local do_env_damage = function(self)
593 -- feed/tame text timer (so mob 'full' messages dont spam chat)
594 if self.htimer > 0 then
595 self.htimer = self.htimer - 1
598 -- reset nametag after showing health stats
599 if self.htimer < 1 and self.nametag2 then
601 self.nametag = self.nametag2
602 self.nametag2 = nil
604 update_tag(self)
607 local pos = self.object:get_pos()
609 self.time_of_day = minetest.get_timeofday()
611 -- remove mob if beyond map limits
612 if not within_limits(pos, 0) then
613 self.object:remove()
614 return
617 -- bright light harms mob
618 if self.light_damage ~= 0
619 -- and pos.y > 0
620 -- and self.time_of_day > 0.2
621 -- and self.time_of_day < 0.8
622 and (minetest.get_node_light(pos) or 0) > 12 then
624 self.health = self.health - self.light_damage
626 effect(pos, 5, "tnt_smoke.png")
628 if check_for_death(self, "light", {type = "light"}) then return end
631 local y_level = self.collisionbox[2]
633 if self.child then
634 y_level = self.collisionbox[2] * 0.5
637 -- what is mob standing in?
638 pos.y = pos.y + y_level + 0.25 -- foot level
639 self.standing_in = node_ok(pos, "air").name
640 -- print ("standing in " .. self.standing_in)
642 -- don't fall when on ignore, just stand still
643 if self.standing_in == "ignore" then
644 self.object:setvelocity({x = 0, y = 0, z = 0})
647 local nodef = minetest.registered_nodes[self.standing_in]
649 pos.y = pos.y + 1 -- for particle effect position
651 -- water
652 if self.water_damage
653 and nodef.groups.water then
655 if self.water_damage ~= 0 then
657 self.health = self.health - self.water_damage
659 effect(pos, 5, "bubble.png", nil, nil, 1, nil)
661 if check_for_death(self, "water", {type = "environment",
662 pos = pos, node = self.standing_in}) then return end
665 -- lava or fire
666 elseif self.lava_damage
667 and (nodef.groups.lava
668 or self.standing_in == node_fire
669 or self.standing_in == node_permanent_flame) then
671 if self.lava_damage ~= 0 then
673 self.health = self.health - self.lava_damage
675 effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
677 if check_for_death(self, "lava", {type = "environment",
678 pos = pos, node = self.standing_in}) then return end
681 -- damage_per_second node check
682 elseif nodef.damage_per_second ~= 0 then
684 self.health = self.health - nodef.damage_per_second
686 effect(pos, 5, "tnt_smoke.png")
688 if check_for_death(self, "dps", {type = "environment",
689 pos = pos, node = self.standing_in}) then return end
691 --[[
692 --- suffocation inside solid node
693 if self.suffocation ~= 0
694 and nodef.walkable == true
695 and nodef.groups.disable_suffocation ~= 1
696 and nodef.drawtype == "normal" then
698 self.health = self.health - self.suffocation
700 if check_for_death(self, "suffocation", {type = "environment",
701 pos = pos, node = self.standing_in}) then return end
704 check_for_death(self, "", {type = "unknown"})
708 -- jump if facing a solid node (not fences or gates)
709 local do_jump = function(self)
711 if not self.jump
712 or self.jump_height == 0
713 or self.fly
714 or self.child
715 or self.order == "stand" then
716 return false
719 self.facing_fence = false
721 -- something stopping us while moving?
722 if self.state ~= "stand"
723 and get_velocity(self) > 0.5
724 and self.object:getvelocity().y ~= 0 then
725 return false
728 local pos = self.object:get_pos()
729 local yaw = self.object:get_yaw()
731 -- what is mob standing on?
732 pos.y = pos.y + self.collisionbox[2] - 0.2
734 local nod = node_ok(pos)
736 --print ("standing on:", nod.name, pos.y)
738 if minetest.registered_nodes[nod.name].walkable == false then
739 return false
742 -- where is front
743 local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
744 local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
746 -- what is in front of mob?
747 local nod = node_ok({
748 x = pos.x + dir_x,
749 y = pos.y + 0.5,
750 z = pos.z + dir_z
753 -- thin blocks that do not need to be jumped
754 if nod.name == node_snow then
755 return false
758 --print ("in front:", nod.name, pos.y + 0.5)
760 if self.walk_chance == 0
761 or minetest.registered_items[nod.name].walkable then
763 if not nod.name:find("fence")
764 and not nod.name:find("gate") then
766 local v = self.object:getvelocity()
768 v.y = self.jump_height
770 set_animation(self, "jump") -- only when defined
772 self.object:setvelocity(v)
774 -- when in air move forward
775 minetest.after(0.3, function(self, v)
776 -- self.object:setvelocity({
777 self.object:set_acceleration({
778 x = v.x * 2,--1.5,
779 y = 0,
780 z = v.z * 2,--1.5
782 end, self, v)
784 if get_velocity(self) > 0 then
785 mob_sound(self, self.sounds.jump)
787 else
788 self.facing_fence = true
791 return true
794 return false
798 -- blast damage to entities nearby (modified from TNT mod)
799 local entity_physics = function(pos, radius)
801 radius = radius * 2
803 local objs = minetest.get_objects_inside_radius(pos, radius)
804 local obj_pos, dist
806 for n = 1, #objs do
808 obj_pos = objs[n]:get_pos()
810 dist = get_distance(pos, obj_pos)
811 if dist < 1 then dist = 1 end
813 local damage = floor((4 / dist) * radius)
814 local ent = objs[n]:get_luaentity()
816 -- punches work on entities AND players
817 objs[n]:punch(objs[n], 1.0, {
818 full_punch_interval = 1.0,
819 damage_groups = {fleshy = damage},
820 }, pos)
825 -- should mob follow what I'm holding ?
826 local follow_holding = function(self, clicker)
828 if mobs.invis[clicker:get_player_name()] then
829 return false
832 local item = clicker:get_wielded_item()
833 local t = type(self.follow)
835 -- single item
836 if t == "string"
837 and item:get_name() == self.follow then
838 return true
840 -- multiple items
841 elseif t == "table" then
843 for no = 1, #self.follow do
845 if self.follow[no] == item:get_name() then
846 return true
851 return false
855 -- find two animals of same type and breed if nearby and horny
856 local breed = function(self)
858 -- child takes 240 seconds before growing into adult
859 if self.child == true then
861 self.hornytimer = self.hornytimer + 1
863 if self.hornytimer > 240 then
865 self.child = false
866 self.hornytimer = 0
868 self.object:set_properties({
869 textures = self.base_texture,
870 mesh = self.base_mesh,
871 visual_size = self.base_size,
872 collisionbox = self.base_colbox,
873 selectionbox = self.base_selbox,
876 -- custom function when child grows up
877 if self.on_grown then
878 self.on_grown(self)
879 else
880 -- jump when fully grown so as not to fall into ground
881 self.object:setvelocity({
882 x = 0,
883 y = self.jump_height,
884 z = 0
889 return
892 -- horny animal can mate for 40 seconds,
893 -- afterwards horny animal cannot mate again for 200 seconds
894 if self.horny == true
895 and self.hornytimer < 240 then
897 self.hornytimer = self.hornytimer + 1
899 if self.hornytimer >= 240 then
900 self.hornytimer = 0
901 self.horny = false
905 -- find another same animal who is also horny and mate if nearby
906 if self.horny == true
907 and self.hornytimer <= 40 then
909 local pos = self.object:get_pos()
911 effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
913 local objs = minetest.get_objects_inside_radius(pos, 3)
914 local num = 0
915 local ent = nil
917 for n = 1, #objs do
919 ent = objs[n]:get_luaentity()
921 -- check for same animal with different colour
922 local canmate = false
924 if ent then
926 if ent.name == self.name then
927 canmate = true
928 else
929 local entname = string.split(ent.name,":")
930 local selfname = string.split(self.name,":")
932 if entname[1] == selfname[1] then
933 entname = string.split(entname[2],"_")
934 selfname = string.split(selfname[2],"_")
936 if entname[1] == selfname[1] then
937 canmate = true
943 if ent
944 and canmate == true
945 and ent.horny == true
946 and ent.hornytimer <= 40 then
947 num = num + 1
950 -- found your mate? then have a baby
951 if num > 1 then
953 self.hornytimer = 41
954 ent.hornytimer = 41
956 -- spawn baby
957 minetest.after(5, function()
959 -- custom breed function
960 if self.on_breed then
962 -- when false skip going any further
963 if self.on_breed(self, ent) == false then
964 return
966 else
967 effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
970 local mob = minetest.add_entity(pos, self.name)
971 local ent2 = mob:get_luaentity()
972 local textures = self.base_texture
974 -- using specific child texture (if found)
975 if self.child_texture then
976 textures = self.child_texture[1]
979 -- and resize to half height
980 mob:set_properties({
981 textures = textures,
982 visual_size = {
983 x = self.base_size.x * .5,
984 y = self.base_size.y * .5,
986 collisionbox = {
987 self.base_colbox[1] * .5,
988 self.base_colbox[2] * .5,
989 self.base_colbox[3] * .5,
990 self.base_colbox[4] * .5,
991 self.base_colbox[5] * .5,
992 self.base_colbox[6] * .5,
994 selectionbox = {
995 self.base_selbox[1] * .5,
996 self.base_selbox[2] * .5,
997 self.base_selbox[3] * .5,
998 self.base_selbox[4] * .5,
999 self.base_selbox[5] * .5,
1000 self.base_selbox[6] * .5,
1003 -- tamed and owned by parents' owner
1004 ent2.child = true
1005 ent2.tamed = true
1006 ent2.owner = self.owner
1007 end)
1009 num = 0
1011 break
1018 -- find and replace what mob is looking for (grass, wheat etc.)
1019 local replace = function(self, pos)
1021 if not mobs_griefing
1022 or not self.replace_rate
1023 or not self.replace_what
1024 or self.child == true
1025 or self.object:getvelocity().y ~= 0
1026 or random(1, self.replace_rate) > 1 then
1027 return
1030 local what, with, y_offset
1032 if type(self.replace_what[1]) == "table" then
1034 local num = random(#self.replace_what)
1036 what = self.replace_what[num][1] or ""
1037 with = self.replace_what[num][2] or ""
1038 y_offset = self.replace_what[num][3] or 0
1039 else
1040 what = self.replace_what
1041 with = self.replace_with or ""
1042 y_offset = self.replace_offset or 0
1045 pos.y = pos.y + y_offset
1047 if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
1049 -- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
1051 local oldnode = {name = what}
1052 local newnode = {name = with}
1053 local on_replace_return
1055 if self.on_replace then
1056 on_replace_return = self.on_replace(self, pos, oldnode, newnode)
1059 if on_replace_return ~= false then
1061 minetest.set_node(pos, {name = with})
1063 -- when cow/sheep eats grass, replace wool and milk
1064 if self.gotten == true then
1065 self.gotten = false
1066 self.object:set_properties(self)
1073 -- check if daytime and also if mob is docile during daylight hours
1074 local day_docile = function(self)
1076 if self.docile_by_day == false then
1078 return false
1080 elseif self.docile_by_day == true
1081 and self.time_of_day > 0.2
1082 and self.time_of_day < 0.8 then
1084 return true
1089 local los_switcher = false
1090 local height_switcher = false
1092 -- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
1093 local smart_mobs = function(self, s, p, dist, dtime)
1095 local s1 = self.path.lastpos
1097 local target_pos = self.attack:get_pos()
1099 -- is it becoming stuck?
1100 if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
1101 self.path.stuck_timer = self.path.stuck_timer + dtime
1102 else
1103 self.path.stuck_timer = 0
1106 self.path.lastpos = {x = s.x, y = s.y, z = s.z}
1108 local use_pathfind = false
1109 local has_lineofsight = minetest.line_of_sight(
1110 {x = s.x, y = (s.y) + .5, z = s.z},
1111 {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
1113 -- im stuck, search for path
1114 if not has_lineofsight then
1116 if los_switcher == true then
1117 use_pathfind = true
1118 los_switcher = false
1119 end -- cannot see target!
1120 else
1121 if los_switcher == false then
1123 los_switcher = true
1124 use_pathfind = false
1126 minetest.after(1, function(self)
1127 if has_lineofsight then self.path.following = false end
1128 end, self)
1129 end -- can see target!
1132 if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
1134 use_pathfind = true
1135 self.path.stuck_timer = 0
1137 minetest.after(1, function(self)
1138 if has_lineofsight then self.path.following = false end
1139 end, self)
1142 if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
1144 use_pathfind = true
1145 self.path.stuck_timer = 0
1147 minetest.after(1, function(self)
1148 if has_lineofsight then self.path.following = false end
1149 end, self)
1152 if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
1154 if height_switcher then
1155 use_pathfind = true
1156 height_switcher = false
1158 else
1159 if not height_switcher then
1160 use_pathfind = false
1161 height_switcher = true
1165 if use_pathfind then
1166 -- lets try find a path, first take care of positions
1167 -- since pathfinder is very sensitive
1168 local sheight = self.collisionbox[5] - self.collisionbox[2]
1170 -- round position to center of node to avoid stuck in walls
1171 -- also adjust height for player models!
1172 s.x = floor(s.x + 0.5)
1173 -- s.y = floor(s.y + 0.5) - sheight
1174 s.z = floor(s.z + 0.5)
1176 local ssight, sground = minetest.line_of_sight(s, {
1177 x = s.x, y = s.y - 4, z = s.z}, 1)
1179 -- determine node above ground
1180 if not ssight then
1181 s.y = sground.y + 1
1184 local p1 = self.attack:get_pos()
1186 p1.x = floor(p1.x + 0.5)
1187 p1.y = floor(p1.y + 0.5)
1188 p1.z = floor(p1.z + 0.5)
1190 local dropheight = 6
1191 if self.fear_height ~= 0 then dropheight = self.fear_height end
1193 self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
1194 --[[
1195 -- show path using particles
1196 if self.path.way and #self.path.way > 0 then
1197 print ("-- path length:" .. tonumber(#self.path.way))
1198 for _,pos in pairs(self.path.way) do
1199 minetest.add_particle({
1200 pos = pos,
1201 velocity = {x=0, y=0, z=0},
1202 acceleration = {x=0, y=0, z=0},
1203 expirationtime = 1,
1204 size = 4,
1205 collisiondetection = false,
1206 vertical = false,
1207 texture = "heart.png",
1213 self.state = ""
1214 do_attack(self, self.attack)
1216 -- no path found, try something else
1217 if not self.path.way then
1219 self.path.following = false
1221 -- lets make way by digging/building if not accessible
1222 if self.pathfinding == 2 and mobs_griefing then
1224 -- is player higher than mob?
1225 if s.y < p1.y then
1227 -- build upwards
1228 if not minetest.is_protected(s, "") then
1230 local ndef1 = minetest.registered_nodes[self.standing_in]
1232 if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
1234 minetest.set_node(s, {name = mobs.fallback_node})
1238 local sheight = math.ceil(self.collisionbox[5]) + 1
1240 -- assume mob is 2 blocks high so it digs above its head
1241 s.y = s.y + sheight
1243 -- remove one block above to make room to jump
1244 if not minetest.is_protected(s, "") then
1246 local node1 = node_ok(s, "air").name
1247 local ndef1 = minetest.registered_nodes[node1]
1249 if node1 ~= "air"
1250 and node1 ~= "ignore"
1251 and ndef1
1252 and not ndef1.groups.level
1253 and not ndef1.groups.unbreakable
1254 and not ndef1.groups.liquid then
1256 minetest.set_node(s, {name = "air"})
1257 minetest.add_item(s, ItemStack(node1))
1262 s.y = s.y - sheight
1263 self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
1265 else -- dig 2 blocks to make door toward player direction
1267 local yaw1 = self.object:get_yaw() + pi / 2
1268 local p1 = {
1269 x = s.x + cos(yaw1),
1270 y = s.y,
1271 z = s.z + sin(yaw1)
1274 if not minetest.is_protected(p1, "") then
1276 local node1 = node_ok(p1, "air").name
1277 local ndef1 = minetest.registered_nodes[node1]
1279 if node1 ~= "air"
1280 and node1 ~= "ignore"
1281 and ndef1
1282 and not ndef1.groups.level
1283 and not ndef1.groups.unbreakable
1284 and not ndef1.groups.liquid then
1286 minetest.add_item(p1, ItemStack(node1))
1287 minetest.set_node(p1, {name = "air"})
1290 p1.y = p1.y + 1
1291 node1 = node_ok(p1, "air").name
1292 ndef1 = minetest.registered_nodes[node1]
1294 if node1 ~= "air"
1295 and node1 ~= "ignore"
1296 and ndef1
1297 and not ndef1.groups.level
1298 and not ndef1.groups.unbreakable
1299 and not ndef1.groups.liquid then
1301 minetest.add_item(p1, ItemStack(node1))
1302 minetest.set_node(p1, {name = "air"})
1309 -- will try again in 2 second
1310 self.path.stuck_timer = stuck_timeout - 2
1312 -- frustration! cant find the damn path :(
1313 mob_sound(self, self.sounds.random)
1314 else
1315 -- yay i found path
1316 mob_sound(self, self.sounds.war_cry)
1317 set_velocity(self, self.walk_velocity)
1319 -- follow path now that it has it
1320 self.path.following = true
1326 -- specific attacks
1327 local specific_attack = function(list, what)
1329 -- no list so attack default (player, animals etc.)
1330 if list == nil then
1331 return true
1334 -- found entity on list to attack?
1335 for no = 1, #list do
1337 if list[no] == what then
1338 return true
1342 return false
1346 -- monster find someone to attack
1347 local monster_attack = function(self)
1349 if self.type ~= "monster"
1350 or not damage_enabled
1351 or creative
1352 or self.state == "attack"
1353 or day_docile(self) then
1354 return
1357 local s = self.object:get_pos()
1358 local p, sp, dist
1359 local player, obj, min_player
1360 local type, name = "", ""
1361 local min_dist = self.view_range + 1
1362 local objs = minetest.get_objects_inside_radius(s, self.view_range)
1364 for n = 1, #objs do
1366 if objs[n]:is_player() then
1368 if mobs.invis[ objs[n]:get_player_name() ] then
1370 type = ""
1371 else
1372 player = objs[n]
1373 type = "player"
1374 name = "player"
1376 else
1377 obj = objs[n]:get_luaentity()
1379 if obj then
1380 player = obj.object
1381 type = obj.type
1382 name = obj.name or ""
1386 -- find specific mob to attack, failing that attack player/npc/animal
1387 if specific_attack(self.specific_attack, name)
1388 and (type == "player" or type == "npc"
1389 or (type == "animal" and self.attack_animals == true)) then
1391 p = player:get_pos()
1392 sp = s
1394 dist = get_distance(p, s)
1396 -- aim higher to make looking up hills more realistic
1397 p.y = p.y + 1
1398 sp.y = sp.y + 1
1401 -- choose closest player to attack
1402 if dist < min_dist
1403 and line_of_sight(self, sp, p, 2) == true then
1404 min_dist = dist
1405 min_player = player
1410 -- attack player
1411 if min_player then
1412 do_attack(self, min_player)
1417 -- npc, find closest monster to attack
1418 local npc_attack = function(self)
1420 if self.type ~= "npc"
1421 or not self.attacks_monsters
1422 or self.state == "attack" then
1423 return
1426 local p, sp, obj, min_player
1427 local s = self.object:get_pos()
1428 local min_dist = self.view_range + 1
1429 local objs = minetest.get_objects_inside_radius(s, self.view_range)
1431 for n = 1, #objs do
1433 obj = objs[n]:get_luaentity()
1435 if obj and obj.type == "monster" then
1437 p = obj.object:get_pos()
1438 sp = s
1440 dist = get_distance(p, s)
1442 -- aim higher to make looking up hills more realistic
1443 p.y = p.y + 1
1444 sp.y = sp.y + 1
1446 if dist < min_dist
1447 and line_of_sight(self, sp, p, 2) == true then
1448 min_dist = dist
1449 min_player = obj.object
1454 if min_player then
1455 do_attack(self, min_player)
1460 -- specific runaway
1461 local specific_runaway = function(list, what)
1463 -- no list so do not run
1464 if list == nil then
1465 return false
1468 -- found entity on list to attack?
1469 for no = 1, #list do
1471 if list[no] == what then
1472 return true
1476 return false
1480 -- find someone to runaway from
1481 local runaway_from = function(self)
1483 if not self.runaway_from then
1484 return
1487 local s = self.object:get_pos()
1488 local p, sp, dist
1489 local player, obj, min_player
1490 local type, name = "", ""
1491 local min_dist = self.view_range + 1
1492 local objs = minetest.get_objects_inside_radius(s, self.view_range)
1494 for n = 1, #objs do
1496 if objs[n]:is_player() then
1498 if mobs.invis[ objs[n]:get_player_name() ]
1499 or self.owner == objs[n]:get_player_name() then
1501 type = ""
1502 else
1503 player = objs[n]
1504 type = "player"
1505 name = "player"
1507 else
1508 obj = objs[n]:get_luaentity()
1510 if obj then
1511 player = obj.object
1512 type = obj.type
1513 name = obj.name or ""
1517 -- find specific mob to runaway from
1518 if name ~= "" and name ~= self.name
1519 and specific_runaway(self.runaway_from, name) then
1521 p = player:get_pos()
1522 sp = s
1524 -- aim higher to make looking up hills more realistic
1525 p.y = p.y + 1
1526 sp.y = sp.y + 1
1528 dist = get_distance(p, s)
1531 -- choose closest player/mpb to runaway from
1532 if dist < min_dist
1533 and line_of_sight(self, sp, p, 2) == true then
1534 min_dist = dist
1535 min_player = player
1540 if min_player then
1542 local lp = player:get_pos()
1543 local vec = {
1544 x = lp.x - s.x,
1545 y = lp.y - s.y,
1546 z = lp.z - s.z
1549 local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
1551 if lp.x > s.x then
1552 yaw = yaw + pi
1555 yaw = set_yaw(self, yaw, 4)
1556 self.state = "runaway"
1557 self.runaway_timer = 3
1558 self.following = nil
1563 -- follow player if owner or holding item, if fish outta water then flop
1564 local follow_flop = function(self)
1566 -- find player to follow
1567 if (self.follow ~= ""
1568 or self.order == "follow")
1569 and not self.following
1570 and self.state ~= "attack"
1571 and self.state ~= "runaway" then
1573 local s = self.object:get_pos()
1574 local players = minetest.get_connected_players()
1576 for n = 1, #players do
1578 if get_distance(players[n]:get_pos(), s) < self.view_range
1579 and not mobs.invis[ players[n]:get_player_name() ] then
1581 self.following = players[n]
1583 break
1588 if self.type == "npc"
1589 and self.order == "follow"
1590 and self.state ~= "attack"
1591 and self.owner ~= "" then
1593 -- npc stop following player if not owner
1594 if self.following
1595 and self.owner
1596 and self.owner ~= self.following:get_player_name() then
1597 self.following = nil
1599 else
1600 -- stop following player if not holding specific item
1601 if self.following
1602 and self.following:is_player()
1603 and follow_holding(self, self.following) == false then
1604 self.following = nil
1609 -- follow that thing
1610 if self.following then
1612 local s = self.object:get_pos()
1613 local p
1615 if self.following:is_player() then
1617 p = self.following:get_pos()
1619 elseif self.following.object then
1621 p = self.following.object:get_pos()
1624 if p then
1626 local dist = get_distance(p, s)
1628 -- dont follow if out of range
1629 if dist > self.view_range then
1630 self.following = nil
1631 else
1632 local vec = {
1633 x = p.x - s.x,
1634 z = p.z - s.z
1637 local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1639 if p.x > s.x then yaw = yaw + pi end
1641 yaw = set_yaw(self, yaw, 6)
1643 -- anyone but standing npc's can move along
1644 if dist > self.reach
1645 and self.order ~= "stand" then
1647 set_velocity(self, self.walk_velocity)
1649 if self.walk_chance ~= 0 then
1650 set_animation(self, "walk")
1652 else
1653 set_velocity(self, 0)
1654 set_animation(self, "stand")
1657 return
1662 -- swimmers flop when out of their element, and swim again when back in
1663 if self.fly then
1664 local s = self.object:get_pos()
1665 if not flight_check(self, s) then
1667 self.state = "flop"
1668 self.object:setvelocity({x = 0, y = -5, z = 0})
1670 set_animation(self, "stand")
1672 return
1673 elseif self.state == "flop" then
1674 self.state = "stand"
1680 -- dogshoot attack switch and counter function
1681 local dogswitch = function(self, dtime)
1683 -- switch mode not activated
1684 if not self.dogshoot_switch
1685 or not dtime then
1686 return 0
1689 self.dogshoot_count = self.dogshoot_count + dtime
1691 if (self.dogshoot_switch == 1
1692 and self.dogshoot_count > self.dogshoot_count_max)
1693 or (self.dogshoot_switch == 2
1694 and self.dogshoot_count > self.dogshoot_count2_max) then
1696 self.dogshoot_count = 0
1698 if self.dogshoot_switch == 1 then
1699 self.dogshoot_switch = 2
1700 else
1701 self.dogshoot_switch = 1
1705 return self.dogshoot_switch
1709 -- execute current state (stand, walk, run, attacks)
1710 local do_states = function(self, dtime)
1712 local yaw = self.object:get_yaw() or 0
1714 if self.state == "stand" then
1716 if random(1, 4) == 1 then
1718 local lp = nil
1719 local s = self.object:get_pos()
1720 local objs = minetest.get_objects_inside_radius(s, 3)
1722 for n = 1, #objs do
1724 if objs[n]:is_player() then
1725 lp = objs[n]:get_pos()
1726 break
1730 -- look at any players nearby, otherwise turn randomly
1731 if lp then
1733 local vec = {
1734 x = lp.x - s.x,
1735 z = lp.z - s.z
1738 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1740 if lp.x > s.x then yaw = yaw + pi end
1741 else
1742 yaw = yaw + random(-0.5, 0.5)
1745 yaw = set_yaw(self, yaw, 8)
1748 set_velocity(self, 0)
1749 set_animation(self, "stand")
1751 -- npc's ordered to stand stay standing
1752 if self.type ~= "npc"
1753 or self.order ~= "stand" then
1755 if self.walk_chance ~= 0
1756 and self.facing_fence ~= true
1757 and random(1, 100) <= self.walk_chance
1758 and is_at_cliff(self) == false then
1760 set_velocity(self, self.walk_velocity)
1761 self.state = "walk"
1762 set_animation(self, "walk")
1764 --[[ fly up/down randomly for flying mobs
1765 if self.fly and random(1, 100) <= self.walk_chance then
1767 local v = self.object:getvelocity()
1768 local ud = random(-1, 2) / 9
1770 self.object:setvelocity({x = v.x, y = ud, z = v.z})
1771 end--]]
1775 elseif self.state == "walk" then
1777 local s = self.object:get_pos()
1778 local lp = nil
1780 -- is there something I need to avoid?
1781 if self.water_damage > 0
1782 and self.lava_damage > 0 then
1784 lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
1786 elseif self.water_damage > 0 then
1788 lp = minetest.find_node_near(s, 1, {"group:water"})
1790 elseif self.lava_damage > 0 then
1792 lp = minetest.find_node_near(s, 1, {"group:lava"})
1795 if lp then
1797 -- if mob in water or lava then look for land
1798 if (self.lava_damage
1799 and minetest.registered_nodes[self.standing_in].groups.lava)
1800 or (self.water_damage
1801 and minetest.registered_nodes[self.standing_in].groups.water) then
1803 lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
1804 "group:sand", node_ice, node_snowblock})
1806 -- did we find land?
1807 if lp then
1809 local vec = {
1810 x = lp.x - s.x,
1811 z = lp.z - s.z
1814 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1816 if lp.x > s.x then yaw = yaw + pi end
1818 -- look towards land and jump/move in that direction
1819 yaw = set_yaw(self, yaw, 6)
1820 do_jump(self)
1821 set_velocity(self, self.walk_velocity)
1822 else
1823 yaw = yaw + random(-0.5, 0.5)
1826 else
1828 local vec = {
1829 x = lp.x - s.x,
1830 z = lp.z - s.z
1833 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1835 if lp.x > s.x then yaw = yaw + pi end
1838 yaw = set_yaw(self, yaw, 8)
1840 -- otherwise randomly turn
1841 elseif random(1, 100) <= 30 then
1843 yaw = yaw + random(-0.5, 0.5)
1845 yaw = set_yaw(self, yaw, 8)
1848 -- stand for great fall in front
1849 local temp_is_cliff = is_at_cliff(self)
1851 if self.facing_fence == true
1852 or temp_is_cliff
1853 or random(1, 100) <= 30 then
1855 set_velocity(self, 0)
1856 self.state = "stand"
1857 set_animation(self, "stand")
1858 else
1859 set_velocity(self, self.walk_velocity)
1861 if flight_check(self)
1862 and self.animation
1863 and self.animation.fly_start
1864 and self.animation.fly_end then
1865 set_animation(self, "fly")
1866 else
1867 set_animation(self, "walk")
1871 -- runaway when punched
1872 elseif self.state == "runaway" then
1874 self.runaway_timer = self.runaway_timer + 1
1876 -- stop after 5 seconds or when at cliff
1877 if self.runaway_timer > 5
1878 or is_at_cliff(self) then
1879 self.runaway_timer = 0
1880 set_velocity(self, 0)
1881 self.state = "stand"
1882 set_animation(self, "stand")
1883 else
1884 set_velocity(self, self.run_velocity)
1885 set_animation(self, "walk")
1888 -- attack routines (explode, dogfight, shoot, dogshoot)
1889 elseif self.state == "attack" then
1891 -- calculate distance from mob and enemy
1892 local s = self.object:get_pos()
1893 local p = self.attack:get_pos() or s
1894 local dist = get_distance(p, s)
1896 -- stop attacking if player invisible or out of range
1897 if dist > self.view_range
1898 or not self.attack
1899 or not self.attack:get_pos()
1900 or self.attack:get_hp() <= 0
1901 or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
1903 -- print(" ** stop attacking **", dist, self.view_range)
1904 self.state = "stand"
1905 set_velocity(self, 0)
1906 set_animation(self, "stand")
1907 self.attack = nil
1908 self.v_start = false
1909 self.timer = 0
1910 self.blinktimer = 0
1911 self.path.way = nil
1913 return
1916 if self.attack_type == "explode" then
1918 local vec = {
1919 x = p.x - s.x,
1920 z = p.z - s.z
1923 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
1925 if p.x > s.x then yaw = yaw + pi end
1927 yaw = set_yaw(self, yaw)
1929 local node_break_radius = self.explosion_radius or 1
1930 local entity_damage_radius = self.explosion_damage_radius
1931 or (node_break_radius * 2)
1933 -- start timer when in reach and line of sight
1934 if not self.v_start
1935 and dist <= self.reach
1936 and line_of_sight(self, s, p, 2) then
1938 self.v_start = true
1939 self.timer = 0
1940 self.blinktimer = 0
1941 mob_sound(self, self.sounds.fuse)
1942 -- print ("=== explosion timer started", self.explosion_timer)
1944 -- stop timer if out of reach or direct line of sight
1945 elseif self.allow_fuse_reset
1946 and self.v_start
1947 and (dist > self.reach
1948 or not line_of_sight(self, s, p, 2)) then
1949 self.v_start = false
1950 self.timer = 0
1951 self.blinktimer = 0
1952 self.blinkstatus = false
1953 self.object:settexturemod("")
1956 -- walk right up to player unless the timer is active
1957 if self.v_start and (self.stop_to_explode or dist < 1.5) then
1958 set_velocity(self, 0)
1959 else
1960 set_velocity(self, self.run_velocity)
1963 if self.animation and self.animation.run_start then
1964 set_animation(self, "run")
1965 else
1966 set_animation(self, "walk")
1969 if self.v_start then
1971 self.timer = self.timer + dtime
1972 self.blinktimer = (self.blinktimer or 0) + dtime
1974 if self.blinktimer > 0.2 then
1976 self.blinktimer = 0
1978 if self.blinkstatus then
1979 self.object:settexturemod("")
1980 else
1981 self.object:settexturemod("^[brighten")
1984 self.blinkstatus = not self.blinkstatus
1987 -- print ("=== explosion timer", self.timer)
1989 if self.timer > self.explosion_timer then
1991 local pos = self.object:get_pos()
1993 -- dont damage anything if area protected or next to water
1994 if minetest.find_node_near(pos, 1, {"group:water"})
1995 or minetest.is_protected(pos, "") then
1997 node_break_radius = 1
2000 self.object:remove()
2002 if minetest.get_modpath("mcl_tnt") and tnt and tnt.boom
2003 and not minetest.is_protected(pos, "") then
2005 tnt.boom(pos, {
2006 radius = node_break_radius,
2007 damage_radius = entity_damage_radius,
2008 sound = self.sounds.explode,
2010 else
2012 minetest.sound_play(self.sounds.explode, {
2013 pos = pos,
2014 gain = 1.0,
2015 max_hear_distance = self.sounds.distance or 32
2018 entity_physics(pos, entity_damage_radius)
2019 effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0)
2022 return
2026 elseif self.attack_type == "dogfight"
2027 or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
2028 or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
2030 if self.fly
2031 and dist > self.reach then
2033 local p1 = s
2034 local me_y = floor(p1.y)
2035 local p2 = p
2036 local p_y = floor(p2.y + 1)
2037 local v = self.object:getvelocity()
2039 if flight_check(self, s) then
2041 if me_y < p_y then
2043 self.object:setvelocity({
2044 x = v.x,
2045 y = 1 * self.walk_velocity,
2046 z = v.z
2049 elseif me_y > p_y then
2051 self.object:setvelocity({
2052 x = v.x,
2053 y = -1 * self.walk_velocity,
2054 z = v.z
2057 else
2058 if me_y < p_y then
2060 self.object:setvelocity({
2061 x = v.x,
2062 y = 0.01,
2063 z = v.z
2066 elseif me_y > p_y then
2068 self.object:setvelocity({
2069 x = v.x,
2070 y = -0.01,
2071 z = v.z
2078 -- rnd: new movement direction
2079 if self.path.following
2080 and self.path.way
2081 and self.attack_type ~= "dogshoot" then
2083 -- no paths longer than 50
2084 if #self.path.way > 50
2085 or dist < self.reach then
2086 self.path.following = false
2087 return
2090 local p1 = self.path.way[1]
2092 if not p1 then
2093 self.path.following = false
2094 return
2097 if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
2098 -- reached waypoint, remove it from queue
2099 table.remove(self.path.way, 1)
2102 -- set new temporary target
2103 p = {x = p1.x, y = p1.y, z = p1.z}
2106 local vec = {
2107 x = p.x - s.x,
2108 z = p.z - s.z
2111 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
2113 if p.x > s.x then yaw = yaw + pi end
2115 yaw = set_yaw(self, yaw)
2117 -- move towards enemy if beyond mob reach
2118 if dist > self.reach then
2120 -- path finding by rnd
2121 if self.pathfinding -- only if mob has pathfinding enabled
2122 and enable_pathfinding then
2124 smart_mobs(self, s, p, dist, dtime)
2127 if is_at_cliff(self) then
2129 set_velocity(self, 0)
2130 set_animation(self, "stand")
2131 else
2133 if self.path.stuck then
2134 set_velocity(self, self.walk_velocity)
2135 else
2136 set_velocity(self, self.run_velocity)
2139 if self.animation and self.animation.run_start then
2140 set_animation(self, "run")
2141 else
2142 set_animation(self, "walk")
2146 else -- rnd: if inside reach range
2148 self.path.stuck = false
2149 self.path.stuck_timer = 0
2150 self.path.following = false -- not stuck anymore
2152 set_velocity(self, 0)
2154 if not self.custom_attack then
2156 if self.timer > 1 then
2158 self.timer = 0
2160 if self.double_melee_attack
2161 and random(1, 2) == 1 then
2162 set_animation(self, "punch2")
2163 else
2164 set_animation(self, "punch")
2167 local p2 = p
2168 local s2 = s
2170 p2.y = p2.y + .5
2171 s2.y = s2.y + .5
2173 if line_of_sight(self, p2, s2) == true then
2175 -- play attack sound
2176 mob_sound(self, self.sounds.attack)
2178 -- punch player (or what player is attached to)
2179 local attached = self.attack:get_attach()
2180 if attached then
2181 self.attack = attached
2183 self.attack:punch(self.object, 1.0, {
2184 full_punch_interval = 1.0,
2185 damage_groups = {fleshy = self.damage}
2186 }, nil)
2189 else -- call custom attack every second
2190 if self.custom_attack
2191 and self.timer > 1 then
2193 self.timer = 0
2195 self.custom_attack(self, p)
2200 elseif self.attack_type == "shoot"
2201 or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
2202 or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
2204 p.y = p.y - .5
2205 s.y = s.y + .5
2207 local dist = get_distance(p, s)
2208 local vec = {
2209 x = p.x - s.x,
2210 y = p.y - s.y,
2211 z = p.z - s.z
2214 yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
2216 if p.x > s.x then yaw = yaw + pi end
2218 yaw = set_yaw(self, yaw)
2220 set_velocity(self, 0)
2222 if self.shoot_interval
2223 and self.timer > self.shoot_interval
2224 and random(1, 100) <= 60 then
2226 self.timer = 0
2227 set_animation(self, "shoot")
2229 -- play shoot attack sound
2230 mob_sound(self, self.sounds.shoot_attack)
2232 local p = self.object:get_pos()
2234 p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
2236 if minetest.registered_entities[self.arrow] then
2238 local obj = minetest.add_entity(p, self.arrow)
2239 local ent = obj:get_luaentity()
2240 local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
2241 local v = ent.velocity or 1 -- or set to default
2243 ent.switch = 1
2244 ent.owner_id = tostring(self.object) -- add unique owner id to arrow
2246 -- offset makes shoot aim accurate
2247 vec.y = vec.y + self.shoot_offset
2248 vec.x = vec.x * (v / amount)
2249 vec.y = vec.y * (v / amount)
2250 vec.z = vec.z * (v / amount)
2252 obj:setvelocity(vec)
2260 -- falling and fall damage
2261 local falling = function(self, pos)
2263 if self.fly then
2264 return
2267 -- floating in water (or falling)
2268 local v = self.object:getvelocity()
2270 if v.y > 0 then
2272 -- apply gravity when moving up
2273 self.object:setacceleration({
2274 x = 0,
2275 y = -10,
2276 z = 0
2279 elseif v.y <= 0 and v.y > self.fall_speed then
2281 -- fall downwards at set speed
2282 self.object:setacceleration({
2283 x = 0,
2284 y = self.fall_speed,
2285 z = 0
2287 else
2288 -- stop accelerating once max fall speed hit
2289 self.object:setacceleration({x = 0, y = 0, z = 0})
2292 -- in water then float up
2293 if minetest.registered_nodes[node_ok(pos).name].groups.water then
2295 if self.floats == 1 then
2297 self.object:setacceleration({
2298 x = 0,
2299 y = -self.fall_speed / (max(1, v.y) ^ 2),
2300 z = 0
2303 else
2305 -- fall damage onto solid ground
2306 if self.fall_damage == 1
2307 and self.object:getvelocity().y == 0 then
2309 local d = (self.old_y or 0) - self.object:get_pos().y
2311 if d > 5 then
2313 self.health = self.health - floor(d - 5)
2315 effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
2317 if check_for_death(self, "fall", {type = "fall"}) then
2318 return
2322 self.old_y = self.object:get_pos().y
2328 -- deal damage and effects when mob punched
2329 local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
2331 -- custom punch function
2332 if self.do_punch then
2334 -- when false skip going any further
2335 if self.do_punch(self, hitter, tflp, tool_caps, dir) == false then
2336 return
2340 -- mob health check
2341 -- if self.health <= 0 then
2342 -- return
2343 -- end
2345 -- error checking when mod profiling is enabled
2346 if not tool_capabilities then
2347 minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
2348 return
2351 -- is mob protected?
2352 if self.protected and hitter:is_player()
2353 and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
2354 minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!"))
2355 return
2359 -- weapon wear
2360 local weapon = hitter:get_wielded_item()
2361 local punch_interval = 1.4
2363 -- calculate mob damage
2364 local damage = 0
2365 local armor = self.object:get_armor_groups() or {}
2366 local tmp
2368 -- quick error check incase it ends up 0 (serialize.h check test)
2369 if tflp == 0 then
2370 tflp = 0.2
2373 if use_cmi then
2374 damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
2375 else
2377 for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
2379 tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
2381 if tmp < 0 then
2382 tmp = 0.0
2383 elseif tmp > 1 then
2384 tmp = 1.0
2387 damage = damage + (tool_capabilities.damage_groups[group] or 0)
2388 * tmp * ((armor[group] or 0) / 100.0)
2392 -- check for tool immunity or special damage
2393 for n = 1, #self.immune_to do
2395 if self.immune_to[n][1] == weapon:get_name() then
2397 damage = self.immune_to[n][2] or 0
2398 break
2402 -- healing
2403 if damage <= -1 then
2404 self.health = self.health - floor(damage)
2405 return
2408 -- print ("Mob Damage is", damage)
2410 if use_cmi then
2412 local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
2414 if cancel then return end
2417 -- add weapon wear
2418 if tool_capabilities then
2419 punch_interval = tool_capabilities.full_punch_interval or 1.4
2422 if weapon:get_definition()
2423 and weapon:get_definition().tool_capabilities then
2425 weapon:add_wear(floor((punch_interval / 75) * 9000))
2426 hitter:set_wielded_item(weapon)
2429 -- only play hit sound and show blood effects if damage is 1 or over
2430 if damage >= 1 then
2432 -- weapon sounds
2433 if weapon:get_definition().sounds ~= nil then
2435 local s = random(0, #weapon:get_definition().sounds)
2437 minetest.sound_play(weapon:get_definition().sounds[s], {
2438 object = self.object, --hitter,
2439 max_hear_distance = 8
2441 else
2442 minetest.sound_play("default_punch", {
2443 object = self.object, --hitter,
2444 max_hear_distance = 5
2448 -- blood_particles
2449 if self.blood_amount > 0
2450 and not disable_blood then
2452 local pos = self.object:get_pos()
2454 pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
2456 -- do we have a single blood texture or multiple?
2457 if type(self.blood_texture) == "table" then
2459 local blood = self.blood_texture[random(1, #self.blood_texture)]
2461 effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
2462 else
2463 effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
2467 -- do damage
2468 self.health = self.health - floor(damage)
2470 -- exit here if dead, special item check
2471 if weapon:get_name() == "mobs:pick_lava" then
2472 if check_for_death(self, "lava", {type = "punch",
2473 puncher = hitter}) then
2474 return
2476 else
2477 if check_for_death(self, "hit", {type = "punch",
2478 puncher = hitter}) then
2479 return
2483 --[[ add healthy afterglow when hit (can cause hit lag with larger textures)
2484 core.after(0.1, function()
2485 self.object:settexturemod("^[colorize:#c9900070")
2487 core.after(0.3, function()
2488 self.object:settexturemod("")
2489 end)
2490 end) ]]
2492 -- knock back effect (only on full punch)
2493 if self.knock_back
2494 and tflp >= punch_interval then
2496 local v = self.object:getvelocity()
2497 local r = 1.4 - min(punch_interval, 1.4)
2498 local kb = r * 5
2499 local up = 2
2501 -- if already in air then dont go up anymore when hit
2502 if v.y > 0
2503 or self.fly then
2504 up = 0
2507 -- direction error check
2508 dir = dir or {x = 0, y = 0, z = 0}
2510 -- check if tool already has specific knockback value
2511 if tool_capabilities.damage_groups["knockback"] then
2512 kb = tool_capabilities.damage_groups["knockback"]
2513 else
2514 kb = kb * 1.5
2517 self.object:setvelocity({
2518 x = dir.x * kb,
2519 y = up,
2520 z = dir.z * kb
2523 self.pause_timer = 0.25
2525 end -- END if damage
2527 -- if skittish then run away
2528 if self.runaway == true then
2530 local lp = hitter:get_pos()
2531 local s = self.object:get_pos()
2532 local vec = {
2533 x = lp.x - s.x,
2534 y = lp.y - s.y,
2535 z = lp.z - s.z
2538 local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
2540 if lp.x > s.x then
2541 yaw = yaw + pi
2544 yaw = set_yaw(self, yaw, 6)
2545 self.state = "runaway"
2546 self.runaway_timer = 0
2547 self.following = nil
2550 local name = hitter:get_player_name() or ""
2552 -- attack puncher and call other mobs for help
2553 if self.passive == false
2554 and self.state ~= "flop"
2555 and self.child == false
2556 and hitter:get_player_name() ~= self.owner
2557 and not mobs.invis[ name ] then
2559 -- attack whoever punched mob
2560 self.state = ""
2561 do_attack(self, hitter)
2563 -- alert others to the attack
2564 local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
2565 local obj = nil
2567 for n = 1, #objs do
2569 obj = objs[n]:get_luaentity()
2571 if obj then
2573 -- only alert members of same mob
2574 if obj.group_attack == true
2575 and obj.state ~= "attack"
2576 and obj.owner ~= name
2577 and obj.name == self.name then
2578 do_attack(obj, hitter)
2581 -- have owned mobs attack player threat
2582 if obj.owner == name and obj.owner_loyal then
2583 do_attack(obj, self.object)
2591 -- get entity staticdata
2592 local mob_staticdata = function(self)
2594 -- remove mob when out of range unless tamed
2595 if remove_far
2596 and self.remove_ok
2597 and self.type ~= "npc"
2598 and self.state ~= "attack"
2599 and not self.tamed
2600 and self.lifetimer < 20000 then
2602 --print ("REMOVED " .. self.name)
2604 self.object:remove()
2606 return ""-- nil
2609 self.remove_ok = true
2610 self.attack = nil
2611 self.following = nil
2612 self.state = "stand"
2614 -- used to rotate older mobs
2615 if self.drawtype
2616 and self.drawtype == "side" then
2617 self.rotate = math.rad(90)
2620 if use_cmi then
2621 self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
2624 local tmp = {}
2626 for _,stat in pairs(self) do
2628 local t = type(stat)
2630 if t ~= "function"
2631 and t ~= "nil"
2632 and t ~= "userdata"
2633 and _ ~= "_cmi_components" then
2634 tmp[_] = self[_]
2638 --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
2639 return minetest.serialize(tmp)
2643 -- activate mob and reload settings
2644 local mob_activate = function(self, staticdata, def, dtime)
2646 -- remove monsters in peaceful mode
2647 if self.type == "monster"
2648 and peaceful_only then
2650 self.object:remove()
2652 return
2655 -- load entity variables
2656 local tmp = minetest.deserialize(staticdata)
2658 if tmp then
2659 for _,stat in pairs(tmp) do
2660 self[_] = stat
2664 -- select random texture, set model and size
2665 if not self.base_texture then
2667 -- compatiblity with old simple mobs textures
2668 if type(def.textures[1]) == "string" then
2669 def.textures = {def.textures}
2672 self.base_texture = def.textures[random(1, #def.textures)]
2673 self.base_mesh = def.mesh
2674 self.base_size = self.visual_size
2675 self.base_colbox = self.collisionbox
2676 self.base_selbox = self.selectionbox
2679 -- for current mobs that dont have this set
2680 if not self.base_selbox then
2681 self.base_selbox = self.selectionbox or self.base_colbox
2684 -- set texture, model and size
2685 local textures = self.base_texture
2686 local mesh = self.base_mesh
2687 local vis_size = self.base_size
2688 local colbox = self.base_colbox
2689 local selbox = self.base_selbox
2691 -- specific texture if gotten
2692 if self.gotten == true
2693 and def.gotten_texture then
2694 textures = def.gotten_texture
2697 -- specific mesh if gotten
2698 if self.gotten == true
2699 and def.gotten_mesh then
2700 mesh = def.gotten_mesh
2703 -- set child objects to half size
2704 if self.child == true then
2706 vis_size = {
2707 x = self.base_size.x * .5,
2708 y = self.base_size.y * .5,
2711 if def.child_texture then
2712 textures = def.child_texture[1]
2715 colbox = {
2716 self.base_colbox[1] * .5,
2717 self.base_colbox[2] * .5,
2718 self.base_colbox[3] * .5,
2719 self.base_colbox[4] * .5,
2720 self.base_colbox[5] * .5,
2721 self.base_colbox[6] * .5
2723 selbox = {
2724 self.base_selbox[1] * .5,
2725 self.base_selbox[2] * .5,
2726 self.base_selbox[3] * .5,
2727 self.base_selbox[4] * .5,
2728 self.base_selbox[5] * .5,
2729 self.base_selbox[6] * .5
2733 if self.health == 0 then
2734 self.health = random (self.hp_min, self.hp_max)
2737 -- pathfinding init
2738 self.path = {}
2739 self.path.way = {} -- path to follow, table of positions
2740 self.path.lastpos = {x = 0, y = 0, z = 0}
2741 self.path.stuck = false
2742 self.path.following = false -- currently following path?
2743 self.path.stuck_timer = 0 -- if stuck for too long search for path
2745 -- mob defaults
2746 self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
2747 self.old_y = self.object:get_pos().y
2748 self.old_health = self.health
2749 self.sounds.distance = self.sounds.distance or 10
2750 self.textures = textures
2751 self.mesh = mesh
2752 self.collisionbox = colbox
2753 self.selectionbox = selbox
2754 self.visual_size = vis_size
2755 self.standing_in = ""
2757 -- check existing nametag
2758 if not self.nametag then
2759 self.nametag = def.nametag
2762 -- set anything changed above
2763 self.object:set_properties(self)
2764 set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
2765 update_tag(self)
2766 set_animation(self, "stand")
2768 -- run on_spawn function if found
2769 if self.on_spawn and not self.on_spawn_run then
2770 if self.on_spawn(self) then
2771 self.on_spawn_run = true -- if true, set flag to run once only
2775 -- run after_activate
2776 if def.after_activate then
2777 def.after_activate(self, staticdata, def, dtime)
2780 if use_cmi then
2781 self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
2782 cmi.notify_activate(self.object, dtime)
2787 -- main mob function
2788 local mob_step = function(self, dtime)
2790 if use_cmi then
2791 cmi.notify_step(self.object, dtime)
2794 local pos = self.object:get_pos()
2795 local yaw = 0
2797 -- when lifetimer expires remove mob (except npc and tamed)
2798 if self.type ~= "npc"
2799 and not self.tamed
2800 and self.state ~= "attack"
2801 and remove_far ~= true
2802 and self.lifetimer < 20000 then
2804 self.lifetimer = self.lifetimer - dtime
2806 if self.lifetimer <= 0 then
2808 -- only despawn away from player
2809 local objs = minetest.get_objects_inside_radius(pos, 15)
2811 for n = 1, #objs do
2813 if objs[n]:is_player() then
2815 self.lifetimer = 20
2817 return
2821 -- minetest.log("action",
2822 -- S("lifetimer expired, removed @1", self.name))
2824 effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
2826 self.object:remove()
2828 return
2832 falling(self, pos)
2834 -- smooth rotation by ThomasMonroe314
2836 if self.delay and self.delay > 0 then
2838 local yaw = self.object:get_yaw()
2840 if self.delay == 1 then
2841 yaw = self.target_yaw
2842 else
2843 local dif = abs(yaw - self.target_yaw)
2845 if yaw > self.target_yaw then
2847 if dif > pi then
2848 dif = 2 * pi - dif -- need to add
2849 yaw = yaw + dif / self.delay
2850 else
2851 yaw = yaw - dif / self.delay -- need to subtract
2854 elseif yaw < self.target_yaw then
2856 if dif > pi then
2857 dif = 2 * pi - dif
2858 yaw = yaw - dif / self.delay -- need to subtract
2859 else
2860 yaw = yaw + dif / self.delay -- need to add
2864 if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
2865 if yaw < 0 then yaw = yaw + (pi * 2) end
2868 self.delay = self.delay - 1
2869 self.object:set_yaw(yaw)
2872 -- end rotation
2874 -- knockback timer
2875 if self.pause_timer > 0 then
2877 self.pause_timer = self.pause_timer - dtime
2879 return
2882 -- run custom function (defined in mob lua file)
2883 if self.do_custom then
2885 -- when false skip going any further
2886 if self.do_custom(self, dtime) == false then
2887 return
2891 -- attack timer
2892 self.timer = self.timer + dtime
2894 if self.state ~= "attack" then
2896 if self.timer < 1 then
2897 return
2900 self.timer = 0
2903 -- never go over 100
2904 if self.timer > 100 then
2905 self.timer = 1
2908 -- mob plays random sound at times
2909 if random(1, 100) == 1 then
2910 mob_sound(self, self.sounds.random)
2913 -- environmental damage timer (every 1 second)
2914 self.env_damage_timer = self.env_damage_timer + dtime
2916 if (self.state == "attack" and self.env_damage_timer > 1)
2917 or self.state ~= "attack" then
2919 self.env_damage_timer = 0
2921 -- check for environmental damage (water, fire, lava etc.)
2922 do_env_damage(self)
2924 -- node replace check (cow eats grass etc.)
2925 replace(self, pos)
2928 monster_attack(self)
2930 npc_attack(self)
2932 breed(self)
2934 follow_flop(self)
2936 do_states(self, dtime)
2938 do_jump(self)
2940 runaway_from(self)
2945 -- default function when mobs are blown up with TNT
2946 local do_tnt = function(obj, damage)
2948 --print ("----- Damage", damage)
2950 obj.object:punch(obj.object, 1.0, {
2951 full_punch_interval = 1.0,
2952 damage_groups = {fleshy = damage},
2953 }, nil)
2955 return false, true, {}
2959 mobs.spawning_mobs = {}
2961 -- register mob entity
2962 function mobs:register_mob(name, def)
2964 mobs.spawning_mobs[name] = true
2966 minetest.register_entity(name, {
2968 stepheight = def.stepheight or 1.1, -- was 0.6
2969 name = name,
2970 type = def.type,
2971 attack_type = def.attack_type,
2972 fly = def.fly,
2973 fly_in = def.fly_in or "air",
2974 owner = def.owner or "",
2975 order = def.order or "",
2976 on_die = def.on_die,
2977 do_custom = def.do_custom,
2978 jump_height = def.jump_height or 4, -- was 6
2979 drawtype = def.drawtype, -- DEPRECATED, use rotate instead
2980 rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
2981 lifetimer = def.lifetimer or 180, -- 3 minutes
2982 hp_min = max(1, (def.hp_min or 5) * difficulty),
2983 hp_max = max(1, (def.hp_max or 10) * difficulty),
2984 physical = true,
2985 collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
2986 selectionbox = def.selectionbox or def.collisionbox,
2987 visual = def.visual,
2988 visual_size = def.visual_size or {x = 1, y = 1},
2989 mesh = def.mesh,
2990 makes_footstep_sound = def.makes_footstep_sound or false,
2991 view_range = def.view_range or 5,
2992 walk_velocity = def.walk_velocity or 1,
2993 run_velocity = def.run_velocity or 2,
2994 damage = max(0, (def.damage or 0) * difficulty),
2995 light_damage = def.light_damage or 0,
2996 water_damage = def.water_damage or 0,
2997 lava_damage = def.lava_damage or 0,
2998 suffocation = def.suffocation or 2,
2999 fall_damage = def.fall_damage or 1,
3000 fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
3001 drops = def.drops or {},
3002 armor = def.armor or 100,
3003 on_rightclick = def.on_rightclick,
3004 arrow = def.arrow,
3005 shoot_interval = def.shoot_interval,
3006 sounds = def.sounds or {},
3007 animation = def.animation,
3008 follow = def.follow,
3009 jump = def.jump ~= false,
3010 walk_chance = def.walk_chance or 50,
3011 attacks_monsters = def.attacks_monsters or false,
3012 group_attack = def.group_attack or false,
3013 passive = def.passive or false,
3014 knock_back = def.knock_back ~= false,
3015 blood_amount = def.blood_amount or 5,
3016 blood_texture = def.blood_texture or "mobs_blood.png",
3017 shoot_offset = def.shoot_offset or 0,
3018 floats = def.floats or 1, -- floats in water by default
3019 replace_rate = def.replace_rate,
3020 replace_what = def.replace_what,
3021 replace_with = def.replace_with,
3022 replace_offset = def.replace_offset or 0,
3023 on_replace = def.on_replace,
3024 timer = 0,
3025 env_damage_timer = 0, -- only used when state = "attack"
3026 tamed = false,
3027 pause_timer = 0,
3028 horny = false,
3029 hornytimer = 0,
3030 child = false,
3031 gotten = false,
3032 health = 0,
3033 reach = def.reach or 3,
3034 htimer = 0,
3035 texture_list = def.textures,
3036 child_texture = def.child_texture,
3037 docile_by_day = def.docile_by_day or false,
3038 time_of_day = 0.5,
3039 fear_height = def.fear_height or 0,
3040 runaway = def.runaway,
3041 runaway_timer = 0,
3042 pathfinding = def.pathfinding,
3043 immune_to = def.immune_to or {},
3044 explosion_radius = def.explosion_radius,
3045 explosion_damage_radius = def.explosion_damage_radius,
3046 explosion_timer = def.explosion_timer or 3,
3047 allow_fuse_reset = def.allow_fuse_reset ~= false,
3048 stop_to_explode = def.stop_to_explode ~= false,
3049 custom_attack = def.custom_attack,
3050 double_melee_attack = def.double_melee_attack,
3051 dogshoot_switch = def.dogshoot_switch,
3052 dogshoot_count = 0,
3053 dogshoot_count_max = def.dogshoot_count_max or 5,
3054 dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
3055 attack_animals = def.attack_animals or false,
3056 specific_attack = def.specific_attack,
3057 runaway_from = def.runaway_from,
3058 owner_loyal = def.owner_loyal,
3059 facing_fence = false,
3060 _cmi_is_mob = true,
3062 on_spawn = def.on_spawn,
3064 on_blast = def.on_blast or do_tnt,
3066 on_step = mob_step,
3068 do_punch = def.do_punch,
3070 on_punch = mob_punch,
3072 on_breed = def.on_breed,
3074 on_grown = def.on_grown,
3076 on_activate = function(self, staticdata, dtime)
3077 return mob_activate(self, staticdata, def, dtime)
3078 end,
3080 get_staticdata = function(self)
3081 return mob_staticdata(self)
3082 end,
3086 end -- END mobs:register_mob function
3089 -- count how many mobs of one type are inside an area
3090 local count_mobs = function(pos, type)
3092 local num_type = 0
3093 local num_total = 0
3094 local objs = minetest.get_objects_inside_radius(pos, aoc_range)
3096 for n = 1, #objs do
3098 if not objs[n]:is_player() then
3100 local obj = objs[n]:get_luaentity()
3102 -- count mob type and add to total also
3103 if obj and obj.name and obj.name == type then
3105 num_type = num_type + 1
3106 num_total = num_total + 1
3108 -- add to total mobs
3109 elseif obj and obj.name and obj.health ~= nil then
3111 num_total = num_total + 1
3116 return num_type, num_total
3120 -- global functions
3122 function mobs:spawn_abm_check(pos, node, name)
3123 -- global function to add additional spawn checks
3124 -- return true to stop spawning mob
3128 function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
3129 interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
3131 -- Do mobs spawn at all?
3132 if not mobs_spawn then
3133 return
3136 -- chance/spawn number override in minetest.conf for registered mob
3137 local numbers = minetest.settings:get(name)
3139 if numbers then
3140 numbers = numbers:split(",")
3141 chance = tonumber(numbers[1]) or chance
3142 aoc = tonumber(numbers[2]) or aoc
3144 if chance == 0 then
3145 minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
3146 return
3149 minetest.log("action",
3150 string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
3154 minetest.register_abm({
3156 label = name .. " spawning",
3157 nodenames = nodes,
3158 neighbors = neighbors,
3159 interval = interval,
3160 chance = max(1, (chance * mob_chance_multiplier)),
3161 catch_up = false,
3163 action = function(pos, node, active_object_count, active_object_count_wider)
3165 -- is mob actually registered?
3166 if not mobs.spawning_mobs[name]
3167 or not minetest.registered_entities[name] then
3168 --print ("--- mob doesn't exist", name)
3169 return
3172 -- additional custom checks for spawning mob
3173 if mobs:spawn_abm_check(pos, node, name) == true then
3174 return
3177 -- do not spawn if too many of same mob in area
3178 if active_object_count_wider >= max_per_block
3179 or count_mobs(pos, name) >= aoc then
3180 --print ("--- too many entities", name, aoc, active_object_count_wider)
3181 return
3184 -- if toggle set to nil then ignore day/night check
3185 if day_toggle ~= nil then
3187 local tod = (minetest.get_timeofday() or 0) * 24000
3189 if tod > 4500 and tod < 19500 then
3190 -- daylight, but mob wants night
3191 if day_toggle == false then
3192 --print ("--- mob needs night", name)
3193 return
3195 else
3196 -- night time but mob wants day
3197 if day_toggle == true then
3198 --print ("--- mob needs day", name)
3199 return
3204 -- spawn above node
3205 pos.y = pos.y + 1
3207 -- only spawn away from player
3208 local objs = minetest.get_objects_inside_radius(pos, 10)
3210 for n = 1, #objs do
3212 if objs[n]:is_player() then
3213 --print ("--- player too close", name)
3214 return
3218 -- mobs cannot spawn in protected areas when enabled
3219 if not spawn_protected
3220 and minetest.is_protected(pos, "") then
3221 --print ("--- inside protected area", name)
3222 return
3225 -- are we spawning within height limits?
3226 if pos.y > max_height
3227 or pos.y < min_height then
3228 --print ("--- height limits not met", name, pos.y)
3229 return
3232 -- are light levels ok?
3233 local light = minetest.get_node_light(pos)
3234 if not light
3235 or light > max_light
3236 or light < min_light then
3237 --print ("--- light limits not met", name, light)
3238 return
3241 -- do we have enough height clearance to spawn mob?
3242 local ent = minetest.registered_entities[name]
3243 local height = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
3245 for n = 0, height do
3247 local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
3249 if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
3250 --print ("--- inside block", name, node_ok(pos2).name)
3251 return
3255 -- spawn mob half block higher than ground
3256 pos.y = pos.y + 0.5
3258 local mob = minetest.add_entity(pos, name)
3259 --[[
3260 print ("[mobs] Spawned " .. name .. " at "
3261 .. minetest.pos_to_string(pos) .. " on "
3262 .. node.name .. " near " .. neighbors[1])
3264 if on_spawn then
3266 local ent = mob:get_luaentity()
3268 on_spawn(ent, pos)
3275 -- compatibility with older mob registration
3276 function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
3278 mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
3279 chance, active_object_count, -31000, max_height, day_toggle)
3283 -- MarkBu's spawn function
3284 function mobs:spawn(def)
3286 local name = def.name
3287 local nodes = def.nodes or {"group:soil", "group:stone"}
3288 local neighbors = def.neighbors or {"air"}
3289 local min_light = def.min_light or 0
3290 local max_light = def.max_light or 15
3291 local interval = def.interval or 30
3292 local chance = def.chance or 5000
3293 local active_object_count = def.active_object_count or 1
3294 local min_height = def.min_height or -31000
3295 local max_height = def.max_height or 31000
3296 local day_toggle = def.day_toggle
3297 local on_spawn = def.on_spawn
3299 mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
3300 chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
3304 -- register arrow for shoot attack
3305 function mobs:register_arrow(name, def)
3307 if not name or not def then return end -- errorcheck
3309 minetest.register_entity(name, {
3311 physical = false,
3312 visual = def.visual,
3313 visual_size = def.visual_size,
3314 textures = def.textures,
3315 velocity = def.velocity,
3316 hit_player = def.hit_player,
3317 hit_node = def.hit_node,
3318 hit_mob = def.hit_mob,
3319 drop = def.drop or false, -- drops arrow as registered item when true
3320 collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
3321 timer = 0,
3322 switch = 0,
3323 owner_id = def.owner_id,
3324 rotate = def.rotate,
3325 automatic_face_movement_dir = def.rotate
3326 and (def.rotate - (pi / 180)) or false,
3328 on_activate = def.on_activate,
3330 on_step = def.on_step or function(self, dtime)
3332 self.timer = self.timer + 1
3334 local pos = self.object:get_pos()
3336 if self.switch == 0
3337 or self.timer > 150
3338 or not within_limits(pos, 0) then
3340 self.object:remove() ; -- print ("removed arrow")
3342 return
3345 -- does arrow have a tail (fireball)
3346 if def.tail
3347 and def.tail == 1
3348 and def.tail_texture then
3350 minetest.add_particle({
3351 pos = pos,
3352 velocity = {x = 0, y = 0, z = 0},
3353 acceleration = {x = 0, y = 0, z = 0},
3354 expirationtime = def.expire or 0.25,
3355 collisiondetection = false,
3356 texture = def.tail_texture,
3357 size = def.tail_size or 5,
3358 glow = def.glow or 0,
3362 if self.hit_node then
3364 local node = node_ok(pos).name
3366 if minetest.registered_nodes[node].walkable then
3368 self.hit_node(self, pos, node)
3370 if self.drop == true then
3372 pos.y = pos.y + 1
3374 self.lastpos = (self.lastpos or pos)
3376 minetest.add_item(self.lastpos, self.object:get_luaentity().name)
3379 self.object:remove() ; -- print ("hit node")
3381 return
3385 if self.hit_player or self.hit_mob then
3387 for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
3389 if self.hit_player
3390 and player:is_player() then
3392 self.hit_player(self, player)
3393 self.object:remove() ; -- print ("hit player")
3394 return
3397 local entity = player:get_luaentity()
3399 if entity
3400 and self.hit_mob
3401 and entity._cmi_is_mob == true
3402 and tostring(player) ~= self.owner_id
3403 and entity.name ~= self.object:get_luaentity().name then
3405 self.hit_mob(self, player)
3407 self.object:remove() ; --print ("hit mob")
3409 return
3414 self.lastpos = pos
3420 -- compatibility function
3421 function mobs:explosion(pos, radius)
3422 local self = {sounds = {}}
3423 self.sounds.explode = "tnt_explode"
3424 mobs:boom(self, pos, radius)
3428 -- no damage to nodes explosion
3429 function mobs:safe_boom(self, pos, radius)
3431 minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
3432 pos = pos,
3433 gain = 1.0,
3434 max_hear_distance = self.sounds and self.sounds.distance or 32
3437 entity_physics(pos, radius)
3438 effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
3442 -- make explosion with protection and tnt mod check
3443 function mobs:boom(self, pos, radius)
3445 if mobs_griefing
3446 and minetest.get_modpath("mcl_tnt") and tnt and tnt.boom
3447 and not minetest.is_protected(pos, "") then
3449 tnt.boom(pos, {
3450 radius = radius,
3451 damage_radius = radius,
3452 sound = self.sounds and self.sounds.explode,
3453 explode_center = true,
3455 else
3456 mobs:safe_boom(self, pos, radius)
3461 -- Register spawn eggs
3463 -- Note: This also introduces the “spawn_egg” group:
3464 -- * spawn_egg=1: Spawn egg (generic mob, no metadata)
3465 -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
3466 function mobs:register_egg(mob, desc, background, addegg, no_creative)
3468 local grp = {spawn_egg = 1}
3470 -- do NOT add this egg to creative inventory (e.g. dungeon master)
3471 if creative and no_creative == true then
3472 grp.not_in_creative_inventory = 1
3475 local invimg = background
3477 if addegg == 1 then
3478 invimg = "mobs_chicken_egg.png^(" .. invimg ..
3479 "^[mask:mobs_chicken_egg_overlay.png)"
3482 -- register new spawn egg containing mob information
3483 --[=[ DISABLED IN MCL2
3484 minetest.register_craftitem(mob .. "_set", {
3486 description = S("@1 (Tamed)", desc),
3487 inventory_image = invimg,
3488 groups = {spawn_egg = 2, not_in_creative_inventory = 1},
3489 stack_max = 1,
3491 on_place = function(itemstack, placer, pointed_thing)
3493 local pos = pointed_thing.above
3495 -- am I clicking on something with existing on_rightclick function?
3496 local under = minetest.get_node(pointed_thing.under)
3497 local def = minetest.registered_nodes[under.name]
3498 if def and def.on_rightclick then
3499 return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
3502 if pos
3503 and within_limits(pos, 0)
3504 and not minetest.is_protected(pos, placer:get_player_name()) then
3506 if not minetest.registered_entities[mob] then
3507 return
3510 pos.y = pos.y + 1
3512 local data = itemstack:get_metadata()
3513 local mob = minetest.add_entity(pos, mob, data)
3514 local ent = mob:get_luaentity()
3516 -- set owner if not a monster
3517 if ent.type ~= "monster" then
3518 ent.owner = placer:get_player_name()
3519 ent.tamed = true
3522 -- since mob is unique we remove egg once spawned
3523 itemstack:take_item()
3526 return itemstack
3527 end,
3531 -- register old stackable mob egg
3532 minetest.register_craftitem(mob, {
3534 description = desc,
3535 inventory_image = invimg,
3536 groups = grp,
3538 _doc_items_longdesc = "This allows you to place a single mob.",
3539 _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.",
3541 on_place = function(itemstack, placer, pointed_thing)
3543 local pos = pointed_thing.above
3545 -- am I clicking on something with existing on_rightclick function?
3546 local under = minetest.get_node(pointed_thing.under)
3547 local def = minetest.registered_nodes[under.name]
3548 if def and def.on_rightclick then
3549 return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
3552 if pos
3553 and within_limits(pos, 0)
3554 and not minetest.is_protected(pos, placer:get_player_name()) then
3556 local name = placer:get_player_name()
3557 local privs = minetest.get_player_privs(name)
3558 if not privs.maphack then
3559 minetest.chat_send_player(name, "You need the “maphack” privilege to change the mob spawner.")
3560 return itemstack
3562 if minetest.get_modpath("mcl_mobspawners") and under.name == "mcl_mobspawners:spawner" then
3563 mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
3564 if not minetest.settings:get_bool("creative_mode") then
3565 itemstack:take_item()
3567 return itemstack
3570 if not minetest.registered_entities[mob] then
3571 return itemstack
3574 pos.y = pos.y + 1
3576 local mob = minetest.add_entity(pos, mob)
3577 local ent = mob:get_luaentity()
3579 -- don't set owner if monster or sneak pressed
3580 if ent.type ~= "monster"
3581 and not placer:get_player_control().sneak then
3582 ent.owner = placer:get_player_name()
3583 ent.tamed = true
3586 -- set nametag
3587 local nametag = itemstack:get_meta():get_string("name")
3588 if nametag ~= "" then
3589 if string.len(nametag) > MAX_MOB_NAME_LENGTH then
3590 nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
3592 ent.nametag = nametag
3593 update_tag(ent)
3596 -- if not in creative then take item
3597 if not mobs.is_creative(placer:get_player_name()) then
3598 itemstack:take_item()
3602 return itemstack
3603 end,
3609 -- capture critter (thanks to blert2112 for idea)
3610 function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
3611 return false
3612 --[=[ DISABLED IN MCL2
3613 if self.child
3614 or not clicker:is_player()
3615 or not clicker:get_inventory() then
3616 return false
3619 -- get name of clicked mob
3620 local mobname = self.name
3622 -- if not nil change what will be added to inventory
3623 if replacewith then
3624 mobname = replacewith
3627 local name = clicker:get_player_name()
3628 local tool = clicker:get_wielded_item()
3630 -- are we using hand, net or lasso to pick up mob?
3631 if tool:get_name() ~= ""
3632 and tool:get_name() ~= "mobs:net"
3633 and tool:get_name() ~= "mobs:lasso" then
3634 return false
3637 -- is mob tamed?
3638 if self.tamed == false
3639 and force_take == false then
3641 minetest.chat_send_player(name, S("Not tamed!"))
3643 return true -- false
3646 -- cannot pick up if not owner
3647 if self.owner ~= name
3648 and force_take == false then
3650 minetest.chat_send_player(name, S("@1 is owner!", self.owner))
3652 return true -- false
3655 if clicker:get_inventory():room_for_item("main", mobname) then
3657 -- was mob clicked with hand, net, or lasso?
3658 local chance = 0
3660 if tool:get_name() == "" then
3661 chance = chance_hand
3663 elseif tool:get_name() == "mobs:net" then
3665 chance = chance_net
3667 tool:add_wear(4000) -- 17 uses
3669 clicker:set_wielded_item(tool)
3671 elseif tool:get_name() == "mobs:lasso" then
3673 chance = chance_lasso
3675 tool:add_wear(650) -- 100 uses
3677 clicker:set_wielded_item(tool)
3681 -- calculate chance.. add to inventory if successful?
3682 if chance > 0 and random(1, 100) <= chance then
3684 -- default mob egg
3685 local new_stack = ItemStack(mobname)
3687 -- add special mob egg with all mob information
3688 -- unless 'replacewith' contains new item to use
3689 if not replacewith then
3691 new_stack = ItemStack(mobname .. "_set")
3693 local tmp = {}
3695 for _,stat in pairs(self) do
3696 local t = type(stat)
3697 if t ~= "function"
3698 and t ~= "nil"
3699 and t ~= "userdata" then
3700 tmp[_] = self[_]
3704 local data_str = minetest.serialize(tmp)
3706 new_stack:set_metadata(data_str)
3709 local inv = clicker:get_inventory()
3711 if inv:room_for_item("main", new_stack) then
3712 inv:add_item("main", new_stack)
3713 else
3714 minetest.add_item(clicker:get_pos(), new_stack)
3717 self.object:remove()
3719 mob_sound(self, "default_place_node_hard")
3721 elseif chance ~= 0 then
3722 minetest.chat_send_player(name, S("Missed!"))
3724 mob_sound(self, "mobs_swing")
3728 return true
3733 -- protect tamed mob with rune item
3734 function mobs:protect(self, clicker)
3735 local name = clicker:get_player_name()
3736 local tool = clicker:get_wielded_item()
3738 if tool:get_name() ~= "mobs:protector" then
3739 return false
3742 if self.tamed == false then
3743 minetest.chat_send_player(name, S("Not tamed!"))
3744 return true -- false
3747 if self.protected == true then
3748 minetest.chat_send_player(name, S("Already protected!"))
3749 return true -- false
3752 if not mobs.is_creative(clicker:get_player_name()) then
3753 tool:take_item() -- take 1 protection rune
3754 clicker:set_wielded_item(tool)
3757 self.protected = true
3759 local pos = self.object:get_pos()
3760 pos.y = pos.y + self.collisionbox[2] + 0.5
3762 effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
3764 mob_sound(self, "mobs_spell")
3766 return true
3770 local mob_obj = {}
3771 local mob_sta = {}
3773 -- feeding, taming and breeding (thanks blert2112)
3774 function mobs:feed_tame(self, clicker, feed_count, breed, tame)
3775 if not self.follow then
3776 return false
3779 -- can eat/tame with item in hand
3780 if follow_holding(self, clicker) then
3782 -- if not in creative then take item
3783 if not mobs.is_creative(clicker:get_player_name()) then
3785 local item = clicker:get_wielded_item()
3787 item:take_item()
3789 clicker:set_wielded_item(item)
3792 -- increase health
3793 self.health = self.health + 4
3795 if self.health >= self.hp_max then
3797 self.health = self.hp_max
3799 if self.htimer < 1 then
3800 -- DISABLED IN MCL2
3801 --[=[
3802 minetest.chat_send_player(clicker:get_player_name(),
3803 S("@1 at full health (@2)",
3804 self.name:split(":")[2], tostring(self.health)))
3806 self.htimer = 5
3810 self.object:set_hp(self.health)
3812 update_tag(self)
3814 -- make children grow quicker
3815 if self.child == true then
3817 self.hornytimer = self.hornytimer + 20
3819 return true
3822 -- feed and tame
3823 self.food = (self.food or 0) + 1
3824 if self.food >= feed_count then
3826 self.food = 0
3828 if breed and self.hornytimer == 0 then
3829 self.horny = true
3832 self.gotten = false
3834 if tame then
3836 if self.tamed == false then
3837 minetest.chat_send_player(clicker:get_player_name(),
3838 S("@1 has been tamed!",
3839 self.name:split(":")[2]))
3842 self.tamed = true
3844 if not self.owner or self.owner == "" then
3845 self.owner = clicker:get_player_name()
3849 -- make sound when fed so many times
3850 mob_sound(self, self.sounds.random)
3853 return true
3856 local item = clicker:get_wielded_item()
3858 -- Name mob with nametag
3859 if item:get_name() == "mobs:nametag" then
3861 local tag = item:get_meta():get_string("name")
3862 if tag ~= "" then
3863 if string.len(tag) > MAX_MOB_NAME_LENGTH then
3864 tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
3866 self.nametag = tag
3868 update_tag(self)
3870 if not mobs.is_creative(name) then
3871 item:take_item()
3872 player:set_wielded_item(item)
3878 return false
3882 -- DISABLED IN MCL2
3883 --[=[
3884 -- inspired by blockmen's nametag mod
3885 minetest.register_on_player_receive_fields(function(player, formname, fields)
3887 -- right-clicked with nametag and name entered?
3888 if formname == "mobs_nametag"
3889 and fields.name
3890 and fields.name ~= "" then
3892 local name = player:get_player_name()
3894 if not mob_obj[name]
3895 or not mob_obj[name].object then
3896 return
3899 -- make sure nametag is being used to name mob
3900 local item = player:get_wielded_item()
3902 if item:get_name() ~= "mobs:nametag" then
3903 return
3906 -- limit name entered to 64 characters long
3907 if string.len(fields.name) > 64 then
3908 fields.name = string.sub(fields.name, 1, 64)
3911 -- update nametag
3912 mob_obj[name].nametag = fields.name
3914 update_tag(mob_obj[name])
3916 -- if not in creative then take item
3917 if not mobs.is_creative(name) then
3919 mob_sta[name]:take_item()
3921 player:set_wielded_item(mob_sta[name])
3924 -- reset external variables
3925 mob_obj[name] = nil
3926 mob_sta[name] = nil
3928 end)
3932 -- compatibility function for old entities to new modpack entities
3933 function mobs:alias_mob(old_name, new_name)
3935 -- spawn egg
3936 minetest.register_alias(old_name, new_name)
3938 -- entity
3939 minetest.register_entity(":" .. old_name, {
3941 physical = false,
3943 on_step = function(self)
3945 if minetest.registered_entities[new_name] then
3946 minetest.add_entity(self.object:get_pos(), new_name)
3949 self.object:remove()