6 mobs
.version
= "20180328"
10 local MP
= minetest
.get_modpath(minetest
.get_current_modname())
11 local S
= minetest
.get_translator("mobs")
14 local use_cmi
= minetest
.global_exists("cmi")
17 -- Invisibility mod check
19 if minetest
.global_exists("invisibility") then
20 mobs
.invis
= invisibility
25 local creative_mode_cache
= minetest
.settings
:get_bool("creative_mode")
26 function mobs
.is_creative(name
)
27 return creative_mode_cache
or minetest
.check_player_privs(name
, {creative
= true})
31 -- localize math functions
33 local square
= math
.sqrt
39 local atann
= math
.atan
40 local random = math
.random
41 local floor = math
.floor
42 local atan = function(x
)
43 if not x
or x
~= x
then
44 --error("atan bassed NaN")
53 local damage_enabled
= minetest
.settings
:get_bool("enable_damage")
54 local mobs_spawn
= minetest
.settings
:get_bool("mobs_spawn") ~= false
55 local peaceful_only
= minetest
.settings
:get_bool("only_peaceful_mobs")
56 local disable_blood
= minetest
.settings
:get_bool("mobs_disable_blood")
57 local mobs_drop_items
= minetest
.settings
:get_bool("mobs_drop_items") ~= false
58 local mobs_griefing
= minetest
.settings
:get_bool("mobs_griefing") ~= false
59 local creative
= minetest
.settings
:get_bool("creative_mode")
60 local spawn_protected
= minetest
.settings
:get_bool("mobs_spawn_protected") ~= false
61 local remove_far
= minetest
.settings
:get_bool("remove_far_mobs")
62 local difficulty
= tonumber(minetest
.settings
:get("mob_difficulty")) or 1.0
63 local show_health
= false --minetest.settings:get_bool("mob_show_health") ~= false
64 local max_per_block
= tonumber(minetest
.settings
:get("max_objects_per_block") or 99)
65 local mob_chance_multiplier
= tonumber(minetest
.settings
:get("mob_chance_multiplier") or 1)
67 -- Peaceful mode message so players will know there are no monsters
69 minetest
.register_on_joinplayer(function(player
)
70 minetest
.chat_send_player(player
:get_player_name(),
71 S("** Peaceful Mode Active - No Monsters Will Spawn"))
75 -- calculate aoc range for mob count
76 local aosrb
= tonumber(minetest
.settings
:get("active_object_send_range_blocks"))
77 local abr
= tonumber(minetest
.settings
:get("active_block_range"))
78 local aoc_range
= max(aosrb
, abr
) * 16
80 -- pathfinding settings
81 local enable_pathfinding
= true
82 local stuck_timeout
= 3 -- how long before mob gets stuck in place and starts searching
83 local stuck_path_timeout
= 10 -- how long will mob follow path before giving up
86 local node_fire
= "fire:basic_flame"
87 local node_permanent_flame
= "fire:permanent_flame"
88 local node_ice
= "hades_core:stone"
89 local node_snowblock
= "hades_core:stone"
90 local node_snow
= "hades_core:stone"
91 mobs
.fallback_node
= minetest
.registered_aliases
["mapgen_sand"] or "hades_core:ash"
95 local mob_sound
= function(self
, sound
)
98 minetest
.sound_play(sound
, {
101 max_hear_distance
= self
.sounds
.distance
108 local do_attack
= function(self
, player
)
110 if self
.state
== "attack" then
115 self
.state
= "attack"
117 if random(0, 100) < 90 then
118 mob_sound(self
, self
.sounds
.war_cry
)
123 -- move mob in facing direction
124 local set_velocity
= function(self
, v
)
126 local yaw
= (self
.object
:get_yaw() or 0) + self
.rotate
128 self
.object
:set_velocity({
130 y
= self
.object
:get_velocity().y
,
136 -- calculate mob velocity
137 local get_velocity
= function(self
)
139 local v
= self
.object
:get_velocity()
141 return (v
.x
* v
.x
+ v
.z
* v
.z
) ^
0.5
145 -- set and return valid yaw
146 local set_yaw
= function(self
, yaw
)
148 if not yaw
or yaw
~= yaw
then
158 -- set defined animation
159 local set_animation
= function(self
, anim
)
161 if not self
.animation
162 or not anim
then return end
164 self
.animation
.current
= self
.animation
.current
or ""
166 if anim
== self
.animation
.current
167 or not self
.animation
[anim
.. "_start"]
168 or not self
.animation
[anim
.. "_end"] then
172 self
.animation
.current
= anim
174 self
.object
:set_animation({
175 x
= self
.animation
[anim
.. "_start"],
176 y
= self
.animation
[anim
.. "_end"]},
177 self
.animation
[anim
.. "_speed"] or self
.animation
.speed_normal
or 15,
178 0, self
.animation
[anim
.. "_loop"] ~= false)
182 -- above function exported for mount.lua
183 function mobs
:set_animation(self
, anim
)
184 set_animation(self
, anim
)
188 -- calculate distance
189 local get_distance
= function(a
, b
)
191 local x
, y
, z
= a
.x
- b
.x
, a
.y
- b
.y
, a
.z
- b
.z
193 return square(x
* x
+ y
* y
+ z
* z
)
197 -- check line of sight (BrunoMine)
198 local line_of_sight
= function(self
, pos1
, pos2
, stepsize
)
200 stepsize
= stepsize
or 1
202 local s
, pos
= minetest
.line_of_sight(pos1
, pos2
, stepsize
)
204 -- normal walking and flying mobs can see you through air
209 -- New pos1 to be analyzed
210 local npos1
= {x
= pos1
.x
, y
= pos1
.y
, z
= pos1
.z
}
212 local r
, pos
= minetest
.line_of_sight(npos1
, pos2
, stepsize
)
215 if r
== true then return true end
218 local nn
= minetest
.get_node(pos
).name
220 -- Target Distance (td) to travel
221 local td
= get_distance(pos1
, pos2
)
223 -- Actual Distance (ad) traveled
226 -- It continues to advance in the line of sight in search of a real
227 -- obstruction which counts as 'normal' nodebox.
228 while minetest
.registered_nodes
[nn
]
229 and (minetest
.registered_nodes
[nn
].walkable
== false
230 or minetest
.registered_nodes
[nn
].drawtype
== "nodebox") do
232 -- Check if you can still move forward
233 if td
< ad
+ stepsize
then
234 return true -- Reached the target
237 -- Moves the analyzed pos
238 local d
= get_distance(pos1
, pos2
)
240 npos1
.x
= ((pos2
.x
- pos1
.x
) / d
* stepsize
) + pos1
.x
241 npos1
.y
= ((pos2
.y
- pos1
.y
) / d
* stepsize
) + pos1
.y
242 npos1
.z
= ((pos2
.z
- pos1
.z
) / d
* stepsize
) + pos1
.z
246 or npos1
.x
~= npos1
.x
247 or npos1
.y
~= npos1
.y
248 or npos1
.z
~= npos1
.z
then
255 r
, pos
= minetest
.line_of_sight(npos1
, pos2
, stepsize
)
257 if r
== true then return true end
259 -- New Nodename found
260 nn
= minetest
.get_node(pos
).name
268 -- are we flying in what we are suppose to? (taikedz)
269 local flight_check
= function(self
, pos_w
)
271 local nod
= self
.standing_in
272 local def
= minetest
.registered_nodes
[nod
]
274 if not def
then return false end -- nil check
276 if type(self
.fly_in
) == "string"
277 and nod
== self
.fly_in
then
281 elseif type(self
.fly_in
) == "table" then
283 for _
,fly_in
in pairs(self
.fly_in
) do
285 if nod
== fly_in
then
292 -- stops mobs getting stuck inside stairs and plantlike nodes
293 if def
.drawtype
~= "airlike"
294 and def
.drawtype
~= "liquid"
295 and def
.drawtype
~= "flowingliquid" then
303 -- custom particle effects
304 local effect
= function(pos
, amount
, texture
, min_size
, max_size
, radius
, gravity
, glow
)
307 min_size
= min_size
or 0.5
308 max_size
= max_size
or 1
309 gravity
= gravity
or -10
312 minetest
.add_particlespawner({
317 minvel
= {x
= -radius
, y
= -radius
, z
= -radius
},
318 maxvel
= {x
= radius
, y
= radius
, z
= radius
},
319 minacc
= {x
= 0, y
= gravity
, z
= 0},
320 maxacc
= {x
= 0, y
= gravity
, z
= 0},
331 -- update nametag colour
332 local update_tag
= function(self
)
334 local col
= "#00FF00"
335 local qua
= self
.hp_max
/ 4
337 if self
.health
<= floor(qua
* 3) then
341 if self
.health
<= floor(qua
* 2) then
345 if self
.health
<= floor(qua
) then
349 self
.object
:set_properties({
350 nametag
= self
.nametag
,
358 local item_drop
= function(self
, cooked
)
360 -- no drops if disabled by setting
361 if not mobs_drop_items
then return end
363 -- no drops for child mobs
364 if self
.child
then return end
367 local pos
= self
.object
:get_pos()
369 self
.drops
= self
.drops
or {} -- nil check
371 for n
= 1, #self
.drops
do
373 if random(1, self
.drops
[n
].chance
) == 1 then
375 num
= random(self
.drops
[n
].min or 1, self
.drops
[n
].max or 1)
376 item
= self
.drops
[n
].name
378 -- cook items when true
381 local output
= minetest
.get_craft_result({
382 method
= "cooking", width
= 1, items
= {item
}})
384 if output
and output
.item
and not output
.item
:is_empty() then
385 item
= output
.item
:get_name()
389 -- add item if it exists
390 obj
= minetest
.add_item(pos
, ItemStack(item
.. " " .. num
))
392 if obj
and obj
:get_luaentity() then
395 x
= random(-10, 10) / 9,
397 z
= random(-10, 10) / 9,
400 obj
:remove() -- item does not exist
409 -- check if mob is dead or only hurt
410 local check_for_death
= function(self
, cause
, cmi_cause
)
412 -- has health actually changed?
413 if self
.health
== self
.old_health
and self
.health
> 0 then
417 self
.old_health
= self
.health
419 -- still got some health? play hurt sound
420 if self
.health
> 0 then
422 mob_sound(self
, self
.sounds
.damage
)
424 -- make sure health isn't higher than max
425 if self
.health
> self
.hp_max
then
426 self
.health
= self
.hp_max
429 -- backup nametag so we can show health stats
430 if not self
.nametag2
then
431 self
.nametag2
= self
.nametag
or ""
435 and (cmi_cause
and cmi_cause
.type == "punch") then
438 self
.nametag
= "♥ " .. self
.health
.. " / " .. self
.hp_max
446 -- dropped cooked item if mob died in lava
447 if cause
== "lava" then
448 item_drop(self
, true)
453 mob_sound(self
, self
.sounds
.death
)
455 local pos
= self
.object
:get_pos()
457 -- execute custom death function
460 self
.on_die(self
, pos
)
463 cmi
.notify_die(self
.object
, cmi_cause
)
471 -- default death function and die animation (if defined)
473 and self
.animation
.die_start
474 and self
.animation
.die_end
then
476 local frames
= self
.animation
.die_end
- self
.animation
.die_start
477 local speed
= self
.animation
.die_speed
or 15
478 local length
= max(frames
/ speed
, 0)
486 set_velocity(self
, 0)
487 set_animation(self
, "die")
489 minetest
.after(length
, function(self
)
492 cmi
.notify_die(self
.object
, cmi_cause
)
500 cmi
.notify_die(self
.object
, cmi_cause
)
506 effect(pos
, 20, "tnt_smoke.png")
512 -- check if within physical map limits (-30911 to 30927)
513 local within_limits
= function(pos
, radius
)
515 if (pos
.x
- radius
) > -30913
516 and (pos
.x
+ radius
) < 30928
517 and (pos
.y
- radius
) > -30913
518 and (pos
.y
+ radius
) < 30928
519 and (pos
.z
- radius
) > -30913
520 and (pos
.z
+ radius
) < 30928 then
521 return true -- within limits
524 return false -- beyond limits
528 -- is mob facing a cliff
529 local is_at_cliff
= function(self
)
531 if self
.fear_height
== 0 then -- 0 for no falling protection!
535 local yaw
= self
.object
:get_yaw()
536 local dir_x
= -sin(yaw
) * (self
.collisionbox
[4] + 0.5)
537 local dir_z
= cos(yaw
) * (self
.collisionbox
[4] + 0.5)
538 local pos
= self
.object
:get_pos()
539 local ypos
= pos
.y
+ self
.collisionbox
[2] -- just above floor
541 if minetest
.line_of_sight(
542 {x
= pos
.x
+ dir_x
, y
= ypos
, z
= pos
.z
+ dir_z
},
543 {x
= pos
.x
+ dir_x
, y
= ypos
- self
.fear_height
, z
= pos
.z
+ dir_z
}
553 -- get node but use fallback for nil or unknown
554 local node_ok
= function(pos
, fallback
)
556 fallback
= fallback
or mobs
.fallback_node
558 local node
= minetest
.get_node_or_nil(pos
)
560 if node
and minetest
.registered_nodes
[node
.name
] then
564 return minetest
.registered_nodes
[fallback
] -- {name = fallback}
568 -- environmental damage (water, lava, fire, light etc.)
569 local do_env_damage
= function(self
)
571 -- feed/tame text timer (so mob 'full' messages dont spam chat)
572 if self
.htimer
> 0 then
573 self
.htimer
= self
.htimer
- 1
576 -- reset nametag after showing health stats
577 if self
.htimer
< 1 and self
.nametag2
then
579 self
.nametag
= self
.nametag2
585 local pos
= self
.object
:get_pos()
587 self
.time_of_day
= minetest
.get_timeofday()
589 -- remove mob if beyond map limits
590 if not within_limits(pos
, 0) then
595 -- bright light harms mob
596 if self
.light_damage
~= 0
598 -- and self.time_of_day > 0.2
599 -- and self.time_of_day < 0.8
600 and (minetest
.get_node_light(pos
) or 0) > 12 then
602 self
.health
= self
.health
- self
.light_damage
604 effect(pos
, 5, "tnt_smoke.png")
606 if check_for_death(self
, "light", {type = "light"}) then return end
609 local y_level
= self
.collisionbox
[2]
612 y_level
= self
.collisionbox
[2] * 0.5
615 -- what is mob standing in?
616 pos
.y
= pos
.y
+ y_level
+ 0.25 -- foot level
617 self
.standing_in
= node_ok(pos
, "air").name
618 -- print ("standing in " .. self.standing_in)
620 -- don't fall when on ignore, just stand still
621 if self
.standing_in
== "ignore" then
622 self
.object
:set_velocity({x
= 0, y
= 0, z
= 0})
625 local nodef
= minetest
.registered_nodes
[self
.standing_in
]
627 pos
.y
= pos
.y
+ 1 -- for particle effect position
631 and nodef
.groups
.water
then
633 if self
.water_damage
~= 0 then
635 self
.health
= self
.health
- self
.water_damage
637 effect(pos
, 5, "bubble.png", nil, nil, 1, nil)
639 if check_for_death(self
, "water", {type = "environment",
640 pos
= pos
, node
= self
.standing_in
}) then return end
644 elseif self
.lava_damage
645 and (nodef
.groups
.lava
646 or self
.standing_in
== node_fire
647 or self
.standing_in
== node_permanent_flame
) then
649 if self
.lava_damage
~= 0 then
651 self
.health
= self
.health
- self
.lava_damage
653 effect(pos
, 5, "fire_basic_flame.png", nil, nil, 1, nil)
655 if check_for_death(self
, "lava", {type = "environment",
656 pos
= pos
, node
= self
.standing_in
}) then return end
659 -- damage_per_second node check
660 elseif nodef
.damage_per_second
~= 0 then
662 self
.health
= self
.health
- nodef
.damage_per_second
664 effect(pos
, 5, "tnt_smoke.png")
666 if check_for_death(self
, "dps", {type = "environment",
667 pos
= pos
, node
= self
.standing_in
}) then return end
670 --- suffocation inside solid node
671 if self.suffocation ~= 0
672 and nodef.walkable == true
673 and nodef.groups.disable_suffocation ~= 1
674 and nodef.drawtype == "normal" then
676 self.health = self.health - self.suffocation
678 if check_for_death(self, "suffocation", {type = "environment",
679 pos = pos, node = self.standing_in}) then return end
682 check_for_death(self
, "", {type = "unknown"})
686 -- jump if facing a solid node (not fences or gates)
687 local do_jump
= function(self
)
690 or self
.jump_height
== 0
696 self
.facing_fence
= false
698 -- something stopping us while moving?
699 if self
.state
~= "stand"
700 and get_velocity(self
) > 0.5
701 and self
.object
:get_velocity().y
~= 0 then
705 local pos
= self
.object
:get_pos()
706 local yaw
= self
.object
:get_yaw()
708 -- what is mob standing on?
709 pos
.y
= pos
.y
+ self
.collisionbox
[2] - 0.2
711 local nod
= node_ok(pos
)
713 --print ("standing on:", nod.name, pos.y)
715 if minetest
.registered_nodes
[nod
.name
].walkable
== false then
720 local dir_x
= -sin(yaw
) * (self
.collisionbox
[4] + 0.5)
721 local dir_z
= cos(yaw
) * (self
.collisionbox
[4] + 0.5)
723 -- what is in front of mob?
724 local nod
= node_ok({
730 -- thin blocks that do not need to be jumped
731 if nod
.name
== node_snow
then
735 --print ("in front:", nod.name, pos.y + 0.5)
737 if self
.walk_chance
== 0
738 or minetest
.registered_items
[nod
.name
].walkable
then
740 if not nod
.name
:find("fence")
741 and not nod
.name
:find("gate") then
743 local v
= self
.object
:get_velocity()
745 v
.y
= self
.jump_height
747 set_animation(self
, "jump") -- only when defined
749 self
.object
:set_velocity(v
)
751 if get_velocity(self
) > 0 then
752 mob_sound(self
, self
.sounds
.jump
)
755 self
.facing_fence
= true
765 -- blast damage to entities nearby (modified from TNT mod)
766 local entity_physics
= function(pos
, radius
)
770 local objs
= minetest
.get_objects_inside_radius(pos
, radius
)
775 obj_pos
= objs
[n
]:get_pos()
777 dist
= get_distance(pos
, obj_pos
)
778 if dist
< 1 then dist
= 1 end
780 local damage
= floor((4 / dist
) * radius
)
781 local ent
= objs
[n
]:get_luaentity()
783 -- punches work on entities AND players
784 objs
[n
]:punch(objs
[n
], 1.0, {
785 full_punch_interval
= 1.0,
786 damage_groups
= {fleshy
= damage
},
792 -- should mob follow what I'm holding ?
793 local follow_holding
= function(self
, clicker
)
795 if mobs
.invis
[clicker
:get_player_name()] then
799 local item
= clicker
:get_wielded_item()
800 local t
= type(self
.follow
)
804 and item
:get_name() == self
.follow
then
808 elseif t
== "table" then
810 for no
= 1, #self
.follow
do
812 if self
.follow
[no
] == item
:get_name() then
822 -- find two animals of same type and breed if nearby and horny
823 local breed
= function(self
)
825 -- child takes 240 seconds before growing into adult
826 if self
.child
== true then
828 self
.hornytimer
= self
.hornytimer
+ 1
830 if self
.hornytimer
> 240 then
835 self
.object
:set_properties({
836 textures
= self
.base_texture
,
837 mesh
= self
.base_mesh
,
838 visual_size
= self
.base_size
,
839 collisionbox
= self
.base_colbox
,
840 selectionbox
= self
.base_selbox
,
843 -- custom function when child grows up
844 if self
.on_grown
then
847 -- jump when fully grown so as not to fall into ground
848 self
.object
:set_velocity({
850 y
= self
.jump_height
,
859 -- horny animal can mate for 40 seconds,
860 -- afterwards horny animal cannot mate again for 200 seconds
861 if self
.horny
== true
862 and self
.hornytimer
< 240 then
864 self
.hornytimer
= self
.hornytimer
+ 1
866 if self
.hornytimer
>= 240 then
872 -- find another same animal who is also horny and mate if nearby
873 if self
.horny
== true
874 and self
.hornytimer
<= 40 then
876 local pos
= self
.object
:get_pos()
878 effect({x
= pos
.x
, y
= pos
.y
+ 1, z
= pos
.z
}, 8, "heart.png", 3, 4, 1, 0.1)
880 local objs
= minetest
.get_objects_inside_radius(pos
, 3)
886 ent
= objs
[n
]:get_luaentity()
888 -- check for same animal with different colour
889 local canmate
= false
893 if ent
.name
== self
.name
then
896 local entname
= string.split(ent
.name
,":")
897 local selfname
= string.split(self
.name
,":")
899 if entname
[1] == selfname
[1] then
900 entname
= string.split(entname
[2],"_")
901 selfname
= string.split(selfname
[2],"_")
903 if entname
[1] == selfname
[1] then
912 and ent
.horny
== true
913 and ent
.hornytimer
<= 40 then
917 -- found your mate? then have a baby
924 minetest
.after(5, function()
926 -- custom breed function
927 if self
.on_breed
then
929 -- when false skip going any further
930 if self
.on_breed(self
, ent
) == false then
934 effect(pos
, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
937 local mob
= minetest
.add_entity(pos
, self
.name
)
938 local ent2
= mob
:get_luaentity()
939 local textures
= self
.base_texture
941 -- using specific child texture (if found)
942 if self
.child_texture
then
943 textures
= self
.child_texture
[1]
946 -- and resize to half height
950 x
= self
.base_size
.x
* .5,
951 y
= self
.base_size
.y
* .5,
954 self
.base_colbox
[1] * .5,
955 self
.base_colbox
[2] * .5,
956 self
.base_colbox
[3] * .5,
957 self
.base_colbox
[4] * .5,
958 self
.base_colbox
[5] * .5,
959 self
.base_colbox
[6] * .5,
962 self
.base_selbox
[1] * .5,
963 self
.base_selbox
[2] * .5,
964 self
.base_selbox
[3] * .5,
965 self
.base_selbox
[4] * .5,
966 self
.base_selbox
[5] * .5,
967 self
.base_selbox
[6] * .5,
970 -- tamed and owned by parents' owner
973 ent2
.owner
= self
.owner
985 -- find and replace what mob is looking for (grass, wheat etc.)
986 local replace
= function(self
, pos
)
989 or not self
.replace_rate
990 or not self
.replace_what
991 or self
.child
== true
992 or self
.object
:get_velocity().y
~= 0
993 or random(1, self
.replace_rate
) > 1 then
997 local what
, with
, y_offset
999 if type(self
.replace_what
[1]) == "table" then
1001 local num
= random(#self
.replace_what
)
1003 what
= self
.replace_what
[num
][1] or ""
1004 with
= self
.replace_what
[num
][2] or ""
1005 y_offset
= self
.replace_what
[num
][3] or 0
1007 what
= self
.replace_what
1008 with
= self
.replace_with
or ""
1009 y_offset
= self
.replace_offset
or 0
1012 pos
.y
= pos
.y
+ y_offset
1014 if #minetest
.find_nodes_in_area(pos
, pos
, what
) > 0 then
1016 -- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
1018 local oldnode
= {name
= what
}
1019 local newnode
= {name
= with
}
1020 local on_replace_return
1022 if self
.on_replace
then
1023 on_replace_return
= self
.on_replace(self
, pos
, oldnode
, newnode
)
1026 if on_replace_return
~= false then
1028 minetest
.set_node(pos
, {name
= with
})
1030 -- when cow/sheep eats grass, replace wool and milk
1031 if self
.gotten
== true then
1033 self
.object
:set_properties(self
)
1040 -- check if daytime and also if mob is docile during daylight hours
1041 local day_docile
= function(self
)
1043 if self
.docile_by_day
== false then
1047 elseif self
.docile_by_day
== true
1048 and self
.time_of_day
> 0.2
1049 and self
.time_of_day
< 0.8 then
1056 -- path finding and smart mob routine by rnd
1057 local smart_mobs
= function(self
, s
, p
, dist
, dtime
)
1059 local s1
= self
.path
.lastpos
1061 -- is it becoming stuck?
1062 if abs(s1
.x
- s
.x
) + abs(s1
.z
- s
.z
) < 1.5 then
1063 self
.path
.stuck_timer
= self
.path
.stuck_timer
+ dtime
1065 self
.path
.stuck_timer
= 0
1068 self
.path
.lastpos
= {x
= s
.x
, y
= s
.y
, z
= s
.z
}
1070 -- im stuck, search for path
1071 if (self
.path
.stuck_timer
> stuck_timeout
and not self
.path
.following
)
1072 or (self
.path
.stuck_timer
> stuck_path_timeout
and self
.path
.following
) then
1074 self
.path
.stuck_timer
= 0
1076 -- lets try find a path, first take care of positions
1077 -- since pathfinder is very sensitive
1078 local sheight
= self
.collisionbox
[5] - self
.collisionbox
[2]
1080 -- round position to center of node to avoid stuck in walls
1081 -- also adjust height for player models!
1082 s
.x
= floor(s
.x
+ 0.5)
1083 -- s.y = floor(s.y + 0.5) - sheight
1084 s
.z
= floor(s
.z
+ 0.5)
1086 local ssight
, sground
= minetest
.line_of_sight(s
, {
1087 x
= s
.x
, y
= s
.y
- 4, z
= s
.z
}, 1)
1089 -- determine node above ground
1094 local p1
= self
.attack
:get_pos()
1096 p1
.x
= floor(p1
.x
+ 0.5)
1097 p1
.y
= floor(p1
.y
+ 0.5)
1098 p1
.z
= floor(p1
.z
+ 0.5)
1100 local dropheight
= 6
1101 if self
.fear_height
~= 0 then dropheight
= self
.fear_height
end
1103 -- self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra")
1104 self
.path
.way
= minetest
.find_path(s
, p1
, 16, self
.stepheight
, dropheight
, "A*_noprefetch")
1106 -- attempt to unstick mob that is "daydreaming"
1107 --[[ BUT NOT IN HADES REVISITED, SILLY!
1108 self.object:set_pos({
1109 x = s.x + 0.1 * (random() * 2 - 1),
1111 z = s.z + 0.1 * (random() * 2 - 1)
1116 do_attack(self
, self
.attack
)
1118 -- no path found, try something else
1119 if not self
.path
.way
then
1121 self
.path
.following
= false
1123 -- lets make way by digging/building if not accessible
1124 if self
.pathfinding
== 2 and mobs_griefing
then
1126 -- is player higher than mob?
1130 if not minetest
.is_protected(s
, "") then
1132 local ndef1
= minetest
.registered_nodes
[self
.standing_in
]
1134 if ndef1
and (ndef1
.buildable_to
or ndef1
.groups
.liquid
) then
1136 minetest
.set_node(s
, {name
= mobs
.fallback_node
})
1140 local sheight
= math
.ceil(self
.collisionbox
[5]) + 1
1142 -- assume mob is 2 blocks high so it digs above its head
1145 -- remove one block above to make room to jump
1146 if not minetest
.is_protected(s
, "") then
1148 local node1
= node_ok(s
, "air").name
1149 local ndef1
= minetest
.registered_nodes
[node1
]
1152 and node1
~= "ignore"
1154 and not ndef1
.groups
.level
1155 and not ndef1
.groups
.unbreakable
1156 and not ndef1
.groups
.liquid
then
1158 minetest
.set_node(s
, {name
= "air"})
1159 minetest
.add_item(s
, ItemStack(node1
))
1165 self
.object
:set_pos({x
= s
.x
, y
= s
.y
+ 2, z
= s
.z
})
1167 else -- dig 2 blocks to make door toward player direction
1169 local yaw1
= self
.object
:get_yaw() + pi
/ 2
1171 x
= s
.x
+ cos(yaw1
),
1176 if not minetest
.is_protected(p1
, "") then
1178 local node1
= node_ok(p1
, "air").name
1179 local ndef1
= minetest
.registered_nodes
[node1
]
1182 and node1
~= "ignore"
1184 and not ndef1
.groups
.level
1185 and not ndef1
.groups
.unbreakable
1186 and not ndef1
.groups
.liquid
then
1188 minetest
.add_item(p1
, ItemStack(node1
))
1189 minetest
.set_node(p1
, {name
= "air"})
1193 node1
= node_ok(p1
, "air").name
1194 ndef1
= minetest
.registered_nodes
[node1
]
1197 and node1
~= "ignore"
1199 and not ndef1
.groups
.level
1200 and not ndef1
.groups
.unbreakable
1201 and not ndef1
.groups
.liquid
then
1203 minetest
.add_item(p1
, ItemStack(node1
))
1204 minetest
.set_node(p1
, {name
= "air"})
1211 -- will try again in 2 second
1212 self
.path
.stuck_timer
= stuck_timeout
- 2
1214 -- frustration! cant find the damn path :(
1215 mob_sound(self
, self
.sounds
.random)
1218 mob_sound(self
, self
.sounds
.war_cry
)
1220 set_velocity(self
, self
.walk_velocity
)
1222 -- follow path now that it has it
1223 self
.path
.following
= true
1230 local specific_attack
= function(list
, what
)
1232 -- no list so attack default (player, animals etc.)
1237 -- found entity on list to attack?
1238 for no
= 1, #list
do
1240 if list
[no
] == what
then
1249 -- monster find someone to attack
1250 local monster_attack
= function(self
)
1252 if self
.type ~= "monster"
1253 or not damage_enabled
1255 or self
.state
== "attack"
1256 or day_docile(self
) then
1260 local s
= self
.object
:get_pos()
1262 local player
, obj
, min_player
1263 local type, name
= "", ""
1264 local min_dist
= self
.view_range
+ 1
1265 local objs
= minetest
.get_objects_inside_radius(s
, self
.view_range
)
1269 if objs
[n
]:is_player() then
1271 if mobs
.invis
[ objs
[n
]:get_player_name() ] then
1280 obj
= objs
[n
]:get_luaentity()
1285 name
= obj
.name
or ""
1289 -- find specific mob to attack, failing that attack player/npc/animal
1290 if specific_attack(self
.specific_attack
, name
)
1291 and (type == "player" or type == "npc"
1292 or (type == "animal" and self
.attack_animals
== true)) then
1294 s
= self
.object
:get_pos()
1295 p
= player
:get_pos()
1298 -- aim higher to make looking up hills more realistic
1302 dist
= get_distance(p
, s
)
1304 if dist
< self
.view_range
then
1305 -- field of view check goes here
1307 -- choose closest player to attack
1308 if line_of_sight(self
, sp
, p
, 2) == true
1309 and dist
< min_dist
then
1319 do_attack(self
, min_player
)
1324 -- npc, find closest monster to attack
1325 local npc_attack
= function(self
)
1327 if self
.type ~= "npc"
1328 or not self
.attacks_monsters
1329 or self
.state
== "attack" then
1333 local p
, sp
, obj
, min_player
1334 local s
= self
.object
:get_pos()
1335 local min_dist
= self
.view_range
+ 1
1336 local objs
= minetest
.get_objects_inside_radius(s
, self
.view_range
)
1340 obj
= objs
[n
]:get_luaentity()
1342 if obj
and obj
.type == "monster" then
1344 p
= obj
.object
:get_pos()
1346 dist
= get_distance(p
, s
)
1348 if dist
< min_dist
then
1350 min_player
= obj
.object
1356 do_attack(self
, min_player
)
1362 local specific_runaway
= function(list
, what
)
1364 -- no list so do not run
1369 -- found entity on list to attack?
1370 for no
= 1, #list
do
1372 if list
[no
] == what
or list
[no
] == "player" then
1381 -- find someone to runaway from
1382 local runaway_from
= function(self
)
1384 if not self
.runaway_from
then
1388 local s
= self
.object
:get_pos()
1390 local player
, obj
, min_player
1391 local type, name
= "", ""
1392 local min_dist
= self
.view_range
+ 1
1393 local objs
= minetest
.get_objects_inside_radius(s
, self
.view_range
)
1397 if objs
[n
]:is_player() then
1399 if mobs
.invis
[ objs
[n
]:get_player_name() ]
1400 or self
.owner
== objs
[n
]:get_player_name() then
1409 obj
= objs
[n
]:get_luaentity()
1414 name
= obj
.name
or ""
1418 -- find specific mob to runaway from
1419 if name
~= "" and name
~= self
.name
1420 and specific_runaway(self
.runaway_from
, name
) then
1422 s
= self
.object
:get_pos()
1423 p
= player
:get_pos()
1426 -- aim higher to make looking up hills more realistic
1430 dist
= get_distance(p
, s
)
1432 if dist
< self
.view_range
then
1433 -- field of view check goes here
1435 -- choose closest player/mpb to runaway from
1436 if line_of_sight(self
, sp
, p
, 2) == true
1437 and dist
< min_dist
then
1447 local lp
= player
:get_pos()
1454 local yaw
= (atan(vec
.z
/ vec
.x
) + 3 * pi
/ 2) - self
.rotate
1460 yaw
= set_yaw(self
.object
, yaw
)
1461 self
.state
= "runaway"
1462 self
.runaway_timer
= 3
1463 self
.following
= nil
1468 -- follow player if owner or holding item, if fish outta water then flop
1469 local follow_flop
= function(self
)
1471 -- find player to follow
1472 if (self
.follow
~= ""
1473 or self
.order
== "follow")
1474 and not self
.following
1475 and self
.state
~= "attack"
1476 and self
.state
~= "runaway" then
1478 local s
= self
.object
:get_pos()
1479 local players
= minetest
.get_connected_players()
1481 for n
= 1, #players
do
1483 if get_distance(players
[n
]:get_pos(), s
) < self
.view_range
1484 and not mobs
.invis
[ players
[n
]:get_player_name() ] then
1486 self
.following
= players
[n
]
1493 if self
.type == "npc"
1494 and self
.order
== "follow"
1495 and self
.state
~= "attack"
1496 and self
.owner
~= "" then
1498 -- npc stop following player if not owner
1501 and self
.owner
~= self
.following
:get_player_name() then
1502 self
.following
= nil
1505 -- stop following player if not holding specific item
1507 and self
.following
:is_player()
1508 and follow_holding(self
, self
.following
) == false then
1509 self
.following
= nil
1514 -- follow that thing
1515 if self
.following
then
1517 local s
= self
.object
:get_pos()
1520 if self
.following
:is_player() then
1522 p
= self
.following
:get_pos()
1524 elseif self
.following
.object
then
1526 p
= self
.following
.object
:get_pos()
1531 local dist
= get_distance(p
, s
)
1533 -- dont follow if out of range
1534 if dist
> self
.view_range
then
1535 self
.following
= nil
1542 local yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
1544 if p
.x
> s
.x
then yaw
= yaw
+ pi
end
1546 yaw
= set_yaw(self
.object
, yaw
)
1548 -- anyone but standing npc's can move along
1549 if dist
> self
.reach
1550 and self
.order
~= "stand" then
1552 set_velocity(self
, self
.walk_velocity
)
1554 if self
.walk_chance
~= 0 then
1555 set_animation(self
, "walk")
1558 set_velocity(self
, 0)
1559 set_animation(self
, "stand")
1567 -- swimmers flop when out of their element, and swim again when back in
1569 local s
= self
.object
:get_pos()
1570 if not flight_check(self
, s
) then
1573 self
.object
:set_velocity({x
= 0, y
= -5, z
= 0})
1575 set_animation(self
, "stand")
1578 elseif self
.state
== "flop" then
1579 self
.state
= "stand"
1585 -- dogshoot attack switch and counter function
1586 local dogswitch
= function(self
, dtime
)
1588 -- switch mode not activated
1589 if not self
.dogshoot_switch
1594 self
.dogshoot_count
= self
.dogshoot_count
+ dtime
1596 if (self
.dogshoot_switch
== 1
1597 and self
.dogshoot_count
> self
.dogshoot_count_max
)
1598 or (self
.dogshoot_switch
== 2
1599 and self
.dogshoot_count
> self
.dogshoot_count2_max
) then
1601 self
.dogshoot_count
= 0
1603 if self
.dogshoot_switch
== 1 then
1604 self
.dogshoot_switch
= 2
1606 self
.dogshoot_switch
= 1
1610 return self
.dogshoot_switch
1614 -- execute current state (stand, walk, run, attacks)
1615 local do_states
= function(self
, dtime
)
1617 local yaw
= self
.object
:get_yaw() or 0
1619 if self
.state
== "stand" then
1621 if random(1, 4) == 1 then
1624 local s
= self
.object
:get_pos()
1625 local objs
= minetest
.get_objects_inside_radius(s
, 3)
1629 if objs
[n
]:is_player() then
1630 lp
= objs
[n
]:get_pos()
1635 -- look at any players nearby, otherwise turn randomly
1643 yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
1645 if lp
.x
> s
.x
then yaw
= yaw
+ pi
end
1647 yaw
= yaw
+ random(-0.5, 0.5)
1650 yaw
= set_yaw(self
.object
, yaw
)
1653 set_velocity(self
, 0)
1654 set_animation(self
, "stand")
1656 -- npc's ordered to stand stay standing
1657 if self
.type ~= "npc"
1658 or self
.order
~= "stand" then
1660 if self
.walk_chance
~= 0
1661 and self
.facing_fence
~= true
1662 and random(1, 100) <= self
.walk_chance
1663 and is_at_cliff(self
) == false then
1665 set_velocity(self
, self
.walk_velocity
)
1667 set_animation(self
, "walk")
1669 -- fly up/down randomly for flying mobs
1670 if self
.fly
and random(1, 100) <= self
.walk_chance
then
1672 local v
= self
.object
:get_velocity()
1673 local ud
= random(-1, 2) / 9
1675 self
.object
:set_velocity({x
= v
.x
, y
= ud
, z
= v
.z
})
1680 elseif self
.state
== "walk" then
1682 local s
= self
.object
:get_pos()
1685 -- is there something I need to avoid?
1686 if self
.water_damage
> 0
1687 and self
.lava_damage
> 0 then
1689 lp
= minetest
.find_node_near(s
, 1, {"group:water", "group:lava"})
1691 elseif self
.water_damage
> 0 then
1693 lp
= minetest
.find_node_near(s
, 1, {"group:water"})
1695 elseif self
.lava_damage
> 0 then
1697 lp
= minetest
.find_node_near(s
, 1, {"group:lava"})
1702 -- if mob in water or lava then look for land
1703 if (self
.lava_damage
1704 and minetest
.registered_nodes
[self
.standing_in
].groups
.lava
)
1705 or (self
.water_damage
1706 and minetest
.registered_nodes
[self
.standing_in
].groups
.water
) then
1708 lp
= minetest
.find_node_near(s
, 5, {"group:soil", "group:stone",
1709 "group:sand", "group:ash", node_ice
, node_snowblock
})
1711 -- did we find land?
1719 yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
1721 if lp
.x
> s
.x
then yaw
= yaw
+ pi
end
1723 -- look towards land and jump/move in that direction
1724 yaw
= set_yaw(self
.object
, yaw
)
1726 set_velocity(self
, self
.walk_velocity
)
1728 yaw
= yaw
+ random(-0.5, 0.5)
1738 yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
1740 if lp
.x
> s
.x
then yaw
= yaw
+ pi
end
1743 yaw
= set_yaw(self
.object
, yaw
)
1745 -- otherwise randomly turn
1746 elseif random(1, 100) <= 30 then
1748 yaw
= yaw
+ random(-0.5, 0.5)
1750 yaw
= set_yaw(self
.object
, yaw
)
1753 -- stand for great fall in front
1754 local temp_is_cliff
= is_at_cliff(self
)
1756 if self
.facing_fence
== true
1758 or random(1, 100) <= 30 then
1760 set_velocity(self
, 0)
1761 self
.state
= "stand"
1762 set_animation(self
, "stand")
1764 set_velocity(self
, self
.walk_velocity
)
1766 if flight_check(self
)
1768 and self
.animation
.fly_start
1769 and self
.animation
.fly_end
then
1770 set_animation(self
, "fly")
1772 set_animation(self
, "walk")
1776 -- runaway when punched
1777 elseif self
.state
== "runaway" then
1779 self
.runaway_timer
= self
.runaway_timer
+ 1
1781 -- stop after 5 seconds or when at cliff
1782 if self
.runaway_timer
> 5
1783 or is_at_cliff(self
) then
1784 self
.runaway_timer
= 0
1785 set_velocity(self
, 0)
1786 self
.state
= "stand"
1787 set_animation(self
, "stand")
1789 set_velocity(self
, self
.run_velocity
)
1790 set_animation(self
, "walk")
1793 -- attack routines (explode, dogfight, shoot, dogshoot)
1794 elseif self
.state
== "attack" then
1796 -- calculate distance from mob and enemy
1797 local s
= self
.object
:get_pos()
1798 local p
= self
.attack
:get_pos() or s
1799 local dist
= get_distance(p
, s
)
1801 -- stop attacking if player invisible or out of range
1802 if dist
> self
.view_range
1804 or not self
.attack
:get_pos()
1805 or self
.attack
:get_hp() <= 0
1806 or (self
.attack
:is_player() and mobs
.invis
[ self
.attack
:get_player_name() ]) then
1808 -- print(" ** stop attacking **", dist, self.view_range)
1809 self
.state
= "stand"
1810 set_velocity(self
, 0)
1811 set_animation(self
, "stand")
1813 self
.v_start
= false
1820 if self
.attack_type
== "explode" then
1827 yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
1829 if p
.x
> s
.x
then yaw
= yaw
+ pi
end
1831 yaw
= set_yaw(self
.object
, yaw
)
1833 local node_break_radius
= self
.explosion_radius
or 1
1834 local entity_damage_radius
= self
.explosion_damage_radius
1835 or (node_break_radius
* 2)
1837 -- start timer when in reach and line of sight
1839 and dist
<= self
.reach
1840 and line_of_sight(self
, s
, p
, 2) then
1845 mob_sound(self
, self
.sounds
.fuse
)
1846 -- print ("=== explosion timer started", self.explosion_timer)
1848 -- stop timer if out of blast radius or direct line of sight
1849 elseif self
.allow_fuse_reset
1851 and (dist
> max(self
.reach
, entity_damage_radius
) + 0.5
1852 or not line_of_sight(self
, s
, p
, 2)) then
1853 self
.v_start
= false
1856 self
.blinkstatus
= false
1857 self
.object
:settexturemod("")
1860 -- walk right up to player unless the timer is active
1861 if self
.v_start
and (self
.stop_to_explode
or dist
< 1.5) then
1862 set_velocity(self
, 0)
1864 set_velocity(self
, self
.run_velocity
)
1867 if self
.animation
and self
.animation
.run_start
then
1868 set_animation(self
, "run")
1870 set_animation(self
, "walk")
1873 if self
.v_start
then
1875 self
.timer
= self
.timer
+ dtime
1876 self
.blinktimer
= (self
.blinktimer
or 0) + dtime
1878 if self
.blinktimer
> 0.2 then
1882 if self
.blinkstatus
then
1883 self
.object
:settexturemod("")
1885 self
.object
:settexturemod("^[brighten")
1888 self
.blinkstatus
= not self
.blinkstatus
1891 -- print ("=== explosion timer", self.timer)
1893 if self
.timer
> self
.explosion_timer
then
1895 local pos
= self
.object
:get_pos()
1897 -- dont damage anything if area protected or next to water
1898 if minetest
.find_node_near(pos
, 1, {"group:water"})
1899 or minetest
.is_protected(pos
, "") then
1901 node_break_radius
= 0
1904 self
.object
:remove()
1906 if minetest
.get_modpath("tnt") and tnt
and tnt
.boom
1907 and not minetest
.is_protected(pos
, "") then
1910 radius
= node_break_radius
,
1911 damage_radius
= entity_damage_radius
,
1912 sound
= self
.sounds
.explode
,
1916 minetest
.sound_play(self
.sounds
.explode
, {
1919 max_hear_distance
= self
.sounds
.distance
or 32
1922 entity_physics(pos
, entity_damage_radius
)
1923 effect(pos
, 32, "tnt_smoke.png", nil, nil, node_break_radius
, 1, 0)
1930 elseif self
.attack_type
== "dogfight"
1931 or (self
.attack_type
== "dogshoot" and dogswitch(self
, dtime
) == 2)
1932 or (self
.attack_type
== "dogshoot" and dist
<= self
.reach
and dogswitch(self
) == 0) then
1935 and dist
> self
.reach
then
1938 local me_y
= floor(p1
.y
)
1940 local p_y
= floor(p2
.y
+ 1)
1941 local v
= self
.object
:get_velocity()
1943 if flight_check(self
, s
) then
1947 self
.object
:set_velocity({
1949 y
= 1 * self
.walk_velocity
,
1953 elseif me_y
> p_y
then
1955 self
.object
:set_velocity({
1957 y
= -1 * self
.walk_velocity
,
1964 self
.object
:set_velocity({
1970 elseif me_y
> p_y
then
1972 self
.object
:set_velocity({
1982 -- rnd: new movement direction
1983 if self
.path
.following
1985 and self
.attack_type
~= "dogshoot" then
1987 -- no paths longer than 50
1988 if #self
.path
.way
> 50
1989 or dist
< self
.reach
then
1990 self
.path
.following
= false
1994 local p1
= self
.path
.way
[1]
1997 self
.path
.following
= false
2001 if abs(p1
.x
-s
.x
) + abs(p1
.z
- s
.z
) < 0.6 then
2002 -- reached waypoint, remove it from queue
2003 table.remove(self
.path
.way
, 1)
2006 -- set new temporary target
2007 p
= {x
= p1
.x
, y
= p1
.y
, z
= p1
.z
}
2015 yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
2017 if p
.x
> s
.x
then yaw
= yaw
+ pi
end
2019 yaw
= set_yaw(self
.object
, yaw
)
2021 -- move towards enemy if beyond mob reach
2022 if dist
> self
.reach
then
2024 -- path finding by rnd
2025 if self
.pathfinding
-- only if mob has pathfinding enabled
2026 and enable_pathfinding
then
2028 smart_mobs(self
, s
, p
, dist
, dtime
)
2031 if is_at_cliff(self
) then
2033 set_velocity(self
, 0)
2034 set_animation(self
, "stand")
2037 if self
.path
.stuck
then
2038 set_velocity(self
, self
.walk_velocity
)
2040 set_velocity(self
, self
.run_velocity
)
2043 if self
.animation
and self
.animation
.run_start
then
2044 set_animation(self
, "run")
2046 set_animation(self
, "walk")
2050 else -- rnd: if inside reach range
2052 self
.path
.stuck
= false
2053 self
.path
.stuck_timer
= 0
2054 self
.path
.following
= false -- not stuck anymore
2056 set_velocity(self
, 0)
2058 if not self
.custom_attack
then
2060 if self
.timer
> 1 then
2064 if self
.double_melee_attack
2065 and random(1, 2) == 1 then
2066 set_animation(self
, "punch2")
2068 set_animation(self
, "punch")
2077 if line_of_sight(self
, p2
, s2
) == true then
2079 -- play attack sound
2080 mob_sound(self
, self
.sounds
.attack
)
2082 -- punch player (or what player is attached to)
2083 local attached
= self
.attack
:get_attach()
2085 self
.attack
= attached
2087 self
.attack
:punch(self
.object
, 1.0, {
2088 full_punch_interval
= 1.0,
2089 damage_groups
= {fleshy
= self
.damage
}
2093 else -- call custom attack every second
2094 if self
.custom_attack
2095 and self
.timer
> 1 then
2099 self
.custom_attack(self
, p
)
2104 elseif self
.attack_type
== "shoot"
2105 or (self
.attack_type
== "dogshoot" and dogswitch(self
, dtime
) == 1)
2106 or (self
.attack_type
== "dogshoot" and dist
> self
.reach
and dogswitch(self
) == 0) then
2111 local dist
= get_distance(p
, s
)
2118 yaw
= (atan(vec
.z
/ vec
.x
) + pi
/ 2) - self
.rotate
2120 if p
.x
> s
.x
then yaw
= yaw
+ pi
end
2122 yaw
= set_yaw(self
.object
, yaw
)
2124 set_velocity(self
, 0)
2126 if self
.shoot_interval
2127 and self
.timer
> self
.shoot_interval
2128 and random(1, 100) <= 60 then
2131 set_animation(self
, "shoot")
2133 -- play shoot attack sound
2134 mob_sound(self
, self
.sounds
.shoot_attack
)
2136 local p
= self
.object
:get_pos()
2138 p
.y
= p
.y
+ (self
.collisionbox
[2] + self
.collisionbox
[5]) / 2
2140 if minetest
.registered_entities
[self
.arrow
] then
2142 local obj
= minetest
.add_entity(p
, self
.arrow
)
2143 local ent
= obj
:get_luaentity()
2144 local amount
= (vec
.x
* vec
.x
+ vec
.y
* vec
.y
+ vec
.z
* vec
.z
) ^
0.5
2145 local v
= ent
.velocity
or 1 -- or set to default
2148 ent
.owner_id
= tostring(self
.object
) -- add unique owner id to arrow
2150 -- offset makes shoot aim accurate
2151 vec
.y
= vec
.y
+ self
.shoot_offset
2152 vec
.x
= vec
.x
* (v
/ amount
)
2153 vec
.y
= vec
.y
* (v
/ amount
)
2154 vec
.z
= vec
.z
* (v
/ amount
)
2156 obj
:set_velocity(vec
)
2164 -- falling and fall damage
2165 local falling
= function(self
, pos
)
2171 -- floating in water (or falling)
2172 local v
= self
.object
:get_velocity()
2176 -- apply gravity when moving up
2177 self
.object
:set_acceleration({
2183 elseif v
.y
<= 0 and v
.y
> self
.fall_speed
then
2185 -- fall downwards at set speed
2186 self
.object
:set_acceleration({
2188 y
= self
.fall_speed
,
2192 -- stop accelerating once max fall speed hit
2193 self
.object
:set_acceleration({x
= 0, y
= 0, z
= 0})
2196 -- in water then float up
2197 -- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
2198 if minetest
.registered_nodes
[node_ok(pos
).name
].groups
.water
then
2200 if self
.floats
== 1 then
2202 self
.object
:set_acceleration({
2204 y
= -self
.fall_speed
/ (max(1, v
.y
) ^
2),
2210 -- fall damage onto solid ground
2211 if self
.fall_damage
== 1
2212 and self
.object
:get_velocity().y
== 0 then
2214 local d
= (self
.old_y
or 0) - self
.object
:get_pos().y
2218 self
.health
= self
.health
- floor(d
- 5)
2220 effect(pos
, 5, "tnt_smoke.png", 1, 2, 2, nil)
2222 if check_for_death(self
, "fall", {type = "fall"}) then
2227 self
.old_y
= self
.object
:get_pos().y
2233 -- deal damage and effects when mob punched
2234 local mob_punch
= function(self
, hitter
, tflp
, tool_capabilities
, dir
)
2236 -- custom punch function
2237 if self
.do_punch
then
2239 -- when false skip going any further
2240 if self
.do_punch(self
, hitter
, tflp
, tool_caps
, dir
) == false then
2246 -- if self.health <= 0 then
2250 -- error checking when mod profiling is enabled
2251 if not tool_capabilities
then
2252 minetest
.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
2256 -- is mob protected?
2257 if self
.protected
and hitter
:is_player()
2258 and minetest
.is_protected(self
.object
:get_pos(), hitter
:get_player_name()) then
2259 minetest
.chat_send_player(hitter
:get_player_name(), S("Mob has been protected!"))
2265 local weapon
= hitter
:get_wielded_item()
2266 local punch_interval
= 1.4
2268 -- calculate mob damage
2270 local armor
= self
.object
:get_armor_groups() or {}
2273 -- quick error check incase it ends up 0 (serialize.h check test)
2279 damage
= cmi
.calculate_damage(self
.object
, hitter
, tflp
, tool_capabilities
, dir
)
2282 for group
,_
in pairs( (tool_capabilities
.damage_groups
or {}) ) do
2284 tmp
= tflp
/ (tool_capabilities
.full_punch_interval
or 1.4)
2292 damage
= damage
+ (tool_capabilities
.damage_groups
[group
] or 0)
2293 * tmp
* ((armor
[group
] or 0) / 100.0)
2297 -- check for tool immunity or special damage
2298 for n
= 1, #self
.immune_to
do
2300 if self
.immune_to
[n
][1] == weapon
:get_name() then
2302 damage
= self
.immune_to
[n
][2] or 0
2308 if damage
<= -1 then
2309 self
.health
= self
.health
- floor(damage
)
2313 -- print ("Mob Damage is", damage)
2317 local cancel
= cmi
.notify_punch(self
.object
, hitter
, tflp
, tool_capabilities
, dir
, damage
)
2319 if cancel
then return end
2323 if tool_capabilities
then
2324 punch_interval
= tool_capabilities
.full_punch_interval
or 1.4
2327 if weapon
:get_definition()
2328 and weapon
:get_definition().tool_capabilities
then
2330 weapon
:add_wear(floor((punch_interval
/ 75) * 9000))
2331 hitter
:set_wielded_item(weapon
)
2334 -- only play hit sound and show blood effects if damage is 1 or over
2338 if weapon
:get_definition().sounds
~= nil then
2340 local s
= random(0, #weapon
:get_definition().sounds
)
2342 minetest
.sound_play(weapon
:get_definition().sounds
[s
], {
2343 object
= self
.object
, --hitter,
2344 max_hear_distance
= 8
2347 minetest
.sound_play("default_punch", {
2348 object
= self
.object
, --hitter,
2349 max_hear_distance
= 5
2354 if self
.blood_amount
> 0
2355 and not disable_blood
then
2357 local pos
= self
.object
:get_pos()
2359 pos
.y
= pos
.y
+ (-self
.collisionbox
[2] + self
.collisionbox
[5]) * .5
2361 -- do we have a single blood texture or multiple?
2362 if type(self
.blood_texture
) == "table" then
2364 local blood
= self
.blood_texture
[random(1, #self
.blood_texture
)]
2366 effect(pos
, self
.blood_amount
, blood
, nil, nil, 1, nil)
2368 effect(pos
, self
.blood_amount
, self
.blood_texture
, nil, nil, 1, nil)
2373 self
.health
= self
.health
- floor(damage
)
2375 -- exit here if dead, special item check
2376 if weapon
:get_name() == "mobs:pick_lava" then
2377 if check_for_death(self
, "lava", {type = "punch",
2378 puncher
= hitter
}) then
2382 if check_for_death(self
, "hit", {type = "punch",
2383 puncher
= hitter
}) then
2388 --[[ add healthy afterglow when hit (can cause hit lag with larger textures)
2389 core.after(0.1, function()
2390 self.object:settexturemod("^[colorize:#c9900070")
2392 core.after(0.3, function()
2393 self.object:settexturemod("")
2397 -- knock back effect (only on full punch)
2398 if self
.knock_back
> 0
2399 and tflp
>= punch_interval
then
2401 local v
= self
.object
:get_velocity()
2402 local r
= 1.4 - min(punch_interval
, 1.4)
2406 -- if already in air then dont go up anymore when hit
2412 -- direction error check
2413 dir
= dir
or {x
= 0, y
= 0, z
= 0}
2415 -- check if tool already has specific knockback value
2416 if tool_capabilities
.damage_groups
["knockback"] then
2417 kb
= tool_capabilities
.damage_groups
["knockback"]
2422 self
.object
:set_velocity({
2428 self
.pause_timer
= 0.25
2430 end -- END if damage
2432 -- if skittish then run away
2433 if self
.runaway
== true then
2435 local lp
= hitter
:get_pos()
2436 local s
= self
.object
:get_pos()
2443 local yaw
= (atan(vec
.z
/ vec
.x
) + 3 * pi
/ 2) - self
.rotate
2449 yaw
= set_yaw(self
.object
, yaw
)
2450 self
.state
= "runaway"
2451 self
.runaway_timer
= 0
2452 self
.following
= nil
2455 local name
= hitter
:get_player_name() or ""
2457 -- attack puncher and call other mobs for help
2458 if self
.passive
== false
2459 and self
.state
~= "flop"
2460 and self
.child
== false
2461 and hitter
:get_player_name() ~= self
.owner
2462 and not mobs
.invis
[ name
] then
2464 -- attack whoever punched mob
2466 do_attack(self
, hitter
)
2468 -- alert others to the attack
2469 local objs
= minetest
.get_objects_inside_radius(hitter
:get_pos(), self
.view_range
)
2474 obj
= objs
[n
]:get_luaentity()
2478 -- only alert members of same mob
2479 if obj
.group_attack
== true
2480 and obj
.state
~= "attack"
2481 and obj
.owner
~= name
2482 and obj
.name
== self
.name
then
2483 do_attack(obj
, hitter
)
2486 -- have owned mobs attack player threat
2487 if obj
.owner
== name
and obj
.owner_loyal
then
2488 do_attack(obj
, self
.object
)
2496 -- get entity staticdata
2497 local mob_staticdata
= function(self
)
2499 -- remove mob when out of range unless tamed
2502 and self
.type ~= "npc"
2503 and self
.state
~= "attack"
2505 and self
.lifetimer
< 20000 then
2507 --print ("REMOVED " .. self.name)
2509 self
.object
:remove()
2514 self
.remove_ok
= true
2516 self
.following
= nil
2517 self
.state
= "stand"
2519 -- used to rotate older mobs
2521 and self
.drawtype
== "side" then
2522 self
.rotate
= math
.rad(90)
2526 self
.serialized_cmi_components
= cmi
.serialize_components(self
._cmi_components
)
2531 for _
,stat
in pairs(self
) do
2533 local t
= type(stat
)
2538 and _
~= "_cmi_components" then
2543 --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
2544 return minetest
.serialize(tmp
)
2548 -- activate mob and reload settings
2549 local mob_activate
= function(self
, staticdata
, def
, dtime
)
2551 -- remove monsters in peaceful mode
2552 if self
.type == "monster"
2553 and peaceful_only
then
2555 self
.object
:remove()
2560 -- load entity variables
2561 local tmp
= minetest
.deserialize(staticdata
)
2564 for _
,stat
in pairs(tmp
) do
2569 -- select random texture, set model and size
2570 if not self
.base_texture
then
2572 -- compatiblity with old simple mobs textures
2573 if type(def
.textures
[1]) == "string" then
2574 def
.textures
= {def
.textures
}
2577 self
.base_texture
= def
.textures
[random(1, #def
.textures
)]
2578 self
.base_mesh
= def
.mesh
2579 self
.base_size
= self
.visual_size
2580 self
.base_colbox
= self
.collisionbox
2581 self
.base_selbox
= self
.selectionbox
2584 -- for current mobs that dont have this set
2585 if not self
.base_selbox
then
2586 self
.base_selbox
= self
.selectionbox
or self
.base_colbox
2589 -- set texture, model and size
2590 local textures
= self
.base_texture
2591 local mesh
= self
.base_mesh
2592 local vis_size
= self
.base_size
2593 local colbox
= self
.base_colbox
2594 local selbox
= self
.base_selbox
2596 -- specific texture if gotten
2597 if self
.gotten
== true
2598 and def
.gotten_texture
then
2599 textures
= def
.gotten_texture
2602 -- specific mesh if gotten
2603 if self
.gotten
== true
2604 and def
.gotten_mesh
then
2605 mesh
= def
.gotten_mesh
2608 -- set child objects to half size
2609 if self
.child
== true then
2612 x
= self
.base_size
.x
* .5,
2613 y
= self
.base_size
.y
* .5,
2616 if def
.child_texture
then
2617 textures
= def
.child_texture
[1]
2621 self
.base_colbox
[1] * .5,
2622 self
.base_colbox
[2] * .5,
2623 self
.base_colbox
[3] * .5,
2624 self
.base_colbox
[4] * .5,
2625 self
.base_colbox
[5] * .5,
2626 self
.base_colbox
[6] * .5
2629 self
.base_selbox
[1] * .5,
2630 self
.base_selbox
[2] * .5,
2631 self
.base_selbox
[3] * .5,
2632 self
.base_selbox
[4] * .5,
2633 self
.base_selbox
[5] * .5,
2634 self
.base_selbox
[6] * .5
2638 if self
.health
== 0 then
2639 self
.health
= random (self
.hp_min
, self
.hp_max
)
2644 self
.path
.way
= {} -- path to follow, table of positions
2645 self
.path
.lastpos
= {x
= 0, y
= 0, z
= 0}
2646 self
.path
.stuck
= false
2647 self
.path
.following
= false -- currently following path?
2648 self
.path
.stuck_timer
= 0 -- if stuck for too long search for path
2651 self
.object
:set_armor_groups({immortal
= 1, fleshy
= self
.armor
})
2652 self
.old_y
= self
.object
:get_pos().y
2653 self
.old_health
= self
.health
2654 self
.sounds
.distance
= self
.sounds
.distance
or 10
2655 self
.textures
= textures
2657 self
.collisionbox
= colbox
2658 self
.selectionbox
= selbox
2659 self
.visual_size
= vis_size
2660 self
.standing_in
= ""
2662 -- check existing nametag
2663 if not self
.nametag
then
2664 self
.nametag
= def
.nametag
2667 -- set anything changed above
2668 self
.object
:set_properties(self
)
2669 set_yaw(self
.object
, (random(0, 360) - 180) / 180 * pi
)
2671 set_animation(self
, "stand")
2673 -- run on_spawn function if found
2674 if self
.on_spawn
and not self
.on_spawn_run
then
2675 if self
.on_spawn(self
) then
2676 self
.on_spawn_run
= true -- if true, set flag to run once only
2680 -- run after_activate
2681 if def
.after_activate
then
2682 def
.after_activate(self
, staticdata
, def
, dtime
)
2686 self
._cmi_components
= cmi
.activate_components(self
.serialized_cmi_components
)
2687 cmi
.notify_activate(self
.object
, dtime
)
2692 -- main mob function
2693 local mob_step
= function(self
, dtime
)
2696 cmi
.notify_step(self
.object
, dtime
)
2699 local pos
= self
.object
:get_pos()
2702 -- when lifetimer expires remove mob (except npc and tamed)
2703 if self
.type ~= "npc"
2705 and self
.state
~= "attack"
2706 and remove_far
~= true
2707 and self
.lifetimer
< 20000 then
2709 self
.lifetimer
= self
.lifetimer
- dtime
2711 if self
.lifetimer
<= 0 then
2713 -- only despawn away from player
2714 local objs
= minetest
.get_objects_inside_radius(pos
, 15)
2718 if objs
[n
]:is_player() then
2726 -- minetest.log("action",
2727 -- S("lifetimer expired, removed @1", self.name))
2729 effect(pos
, 15, "tnt_smoke.png", 2, 4, 2, 0)
2731 self
.object
:remove()
2740 if self
.pause_timer
> 0 then
2742 self
.pause_timer
= self
.pause_timer
- dtime
2747 -- run custom function (defined in mob lua file)
2748 if self
.do_custom
then
2750 -- when false skip going any further
2751 if self
.do_custom(self
, dtime
) == false then
2757 self
.timer
= self
.timer
+ dtime
2759 if self
.state
~= "attack" then
2761 if self
.timer
< 1 then
2768 -- never go over 100
2769 if self
.timer
> 100 then
2773 -- node replace check (cow eats grass etc.)
2776 -- mob plays random sound at times
2777 if random(1, 100) == 1 then
2778 mob_sound(self
, self
.sounds
.random)
2781 -- environmental damage timer (every 1 second)
2782 self
.env_damage_timer
= self
.env_damage_timer
+ dtime
2784 if (self
.state
== "attack" and self
.env_damage_timer
> 1)
2785 or self
.state
~= "attack" then
2787 self
.env_damage_timer
= 0
2792 monster_attack(self
)
2800 do_states(self
, dtime
)
2809 -- default function when mobs are blown up with TNT
2810 local do_tnt
= function(obj
, damage
)
2812 --print ("----- Damage", damage)
2814 obj
.object
:punch(obj
.object
, 1.0, {
2815 full_punch_interval
= 1.0,
2816 damage_groups
= {fleshy
= damage
},
2819 return false, true, {}
2823 mobs
.spawning_mobs
= {}
2825 -- register mob entity
2826 function mobs
:register_mob(name
, def
)
2828 mobs
.spawning_mobs
[name
] = true
2830 minetest
.register_entity(name
, {
2832 stepheight
= def
.stepheight
or 1.1, -- was 0.6
2835 attack_type
= def
.attack_type
,
2837 fly_in
= def
.fly_in
or "air",
2838 owner
= def
.owner
or "",
2839 order
= def
.order
or "",
2840 on_die
= def
.on_die
,
2841 do_custom
= def
.do_custom
,
2842 jump_height
= def
.jump_height
or 4, -- was 6
2843 drawtype
= def
.drawtype
, -- DEPRECATED, use rotate instead
2844 rotate
= math
.rad(def
.rotate
or 0), -- 0=front, 90=side, 180=back, 270=side2
2845 lifetimer
= def
.lifetimer
or 180, -- 3 minutes
2846 hp_min
= max(1, (def
.hp_min
or 5) * difficulty
),
2847 hp_max
= max(1, (def
.hp_max
or 10) * difficulty
),
2849 collisionbox
= def
.collisionbox
,
2850 selectionbox
= def
.selectionbox
or def
.collisionbox
,
2851 visual
= def
.visual
,
2852 visual_size
= def
.visual_size
or {x
= 1, y
= 1},
2854 makes_footstep_sound
= def
.makes_footstep_sound
or false,
2855 view_range
= def
.view_range
or 5,
2856 walk_velocity
= def
.walk_velocity
or 1,
2857 run_velocity
= def
.run_velocity
or 2,
2858 damage
= max(0, (def
.damage
or 0) * difficulty
),
2859 light_damage
= def
.light_damage
or 0,
2860 water_damage
= def
.water_damage
or 0,
2861 lava_damage
= def
.lava_damage
or 0,
2862 suffocation
= def
.suffocation
or 2,
2863 fall_damage
= def
.fall_damage
or 1,
2864 fall_speed
= def
.fall_speed
or -10, -- must be lower than -2 (hades_core: -10)
2865 drops
= def
.drops
or {},
2866 armor
= def
.armor
or 100,
2867 on_rightclick
= def
.on_rightclick
,
2869 shoot_interval
= def
.shoot_interval
,
2870 sounds
= def
.sounds
or {},
2871 animation
= def
.animation
,
2872 follow
= def
.follow
,
2873 jump
= def
.jump
~= false,
2874 walk_chance
= def
.walk_chance
or 50,
2875 attacks_monsters
= def
.attacks_monsters
or false,
2876 group_attack
= def
.group_attack
or false,
2877 passive
= def
.passive
or false,
2878 knock_back
= def
.knock_back
or 3,
2879 blood_amount
= def
.blood_amount
or 5,
2880 blood_texture
= def
.blood_texture
or "mobs_blood.png",
2881 shoot_offset
= def
.shoot_offset
or 0,
2882 floats
= def
.floats
or 1, -- floats in water by default
2883 replace_rate
= def
.replace_rate
,
2884 replace_what
= def
.replace_what
,
2885 replace_with
= def
.replace_with
,
2886 replace_offset
= def
.replace_offset
or 0,
2887 on_replace
= def
.on_replace
,
2889 env_damage_timer
= 0, -- only used when state = "attack"
2897 reach
= def
.reach
or 3,
2899 texture_list
= def
.textures
,
2900 child_texture
= def
.child_texture
,
2901 docile_by_day
= def
.docile_by_day
or false,
2903 fear_height
= def
.fear_height
or 0,
2904 runaway
= def
.runaway
,
2906 pathfinding
= def
.pathfinding
,
2907 immune_to
= def
.immune_to
or {},
2908 explosion_radius
= def
.explosion_radius
,
2909 explosion_damage_radius
= def
.explosion_damage_radius
,
2910 explosion_timer
= def
.explosion_timer
or 3,
2911 allow_fuse_reset
= def
.allow_fuse_reset
~= false,
2912 stop_to_explode
= def
.stop_to_explode
~= false,
2913 custom_attack
= def
.custom_attack
,
2914 double_melee_attack
= def
.double_melee_attack
,
2915 dogshoot_switch
= def
.dogshoot_switch
,
2917 dogshoot_count_max
= def
.dogshoot_count_max
or 5,
2918 dogshoot_count2_max
= def
.dogshoot_count2_max
or (def
.dogshoot_count_max
or 5),
2919 attack_animals
= def
.attack_animals
or false,
2920 specific_attack
= def
.specific_attack
,
2921 runaway_from
= def
.runaway_from
,
2922 owner_loyal
= def
.owner_loyal
,
2923 facing_fence
= false,
2926 on_spawn
= def
.on_spawn
,
2928 on_blast
= def
.on_blast
or do_tnt
,
2932 do_punch
= def
.do_punch
,
2934 on_punch
= mob_punch
,
2936 on_breed
= def
.on_breed
,
2938 on_grown
= def
.on_grown
,
2940 on_activate
= function(self
, staticdata
, dtime
)
2941 return mob_activate(self
, staticdata
, def
, dtime
)
2944 get_staticdata
= function(self
)
2945 return mob_staticdata(self
)
2950 end -- END mobs:register_mob function
2953 -- count how many mobs of one type are inside an area
2954 local count_mobs
= function(pos
, type)
2958 local objs
= minetest
.get_objects_inside_radius(pos
, aoc_range
)
2962 if not objs
[n
]:is_player() then
2964 local obj
= objs
[n
]:get_luaentity()
2966 -- count mob type and add to total also
2967 if obj
and obj
.name
and obj
.name
== type then
2969 num_type
= num_type
+ 1
2970 num_total
= num_total
+ 1
2972 -- add to total mobs
2973 elseif obj
and obj
.name
and obj
.health
~= nil then
2975 num_total
= num_total
+ 1
2980 return num_type
, num_total
2986 function mobs
:spawn_abm_check(pos
, node
, name
)
2987 -- global function to add additional spawn checks
2988 -- return true to stop spawning mob
2992 function mobs
:spawn_specific(name
, nodes
, neighbors
, min_light
, max_light
,
2993 interval
, chance
, aoc
, min_height
, max_height
, day_toggle
, on_spawn
)
2995 -- Do mobs spawn at all?
2996 if not mobs_spawn
then
3000 -- chance/spawn number override in minetest.conf for registered mob
3001 local numbers
= minetest
.settings
:get(name
)
3004 numbers
= numbers
:split(",")
3005 chance
= tonumber(numbers
[1]) or chance
3006 aoc
= tonumber(numbers
[2]) or aoc
3009 minetest
.log("warning", string.format("[mobs] %s has spawning disabled", name
))
3013 minetest
.log("action",
3014 string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name
, chance
, aoc
))
3018 minetest
.register_abm({
3020 label
= name
.. " spawning",
3022 neighbors
= neighbors
,
3023 interval
= interval
,
3024 chance
= max(1, (chance
* mob_chance_multiplier
)),
3027 action
= function(pos
, node
, active_object_count
, active_object_count_wider
)
3029 -- is mob actually registered?
3030 if not mobs
.spawning_mobs
[name
]
3031 or not minetest
.registered_entities
[name
] then
3032 --print ("--- mob doesn't exist", name)
3036 -- additional custom checks for spawning mob
3037 if mobs
:spawn_abm_check(pos
, node
, name
) == true then
3041 -- do not spawn if too many of same mob in area
3042 if active_object_count_wider
>= max_per_block
3043 or count_mobs(pos
, name
) >= aoc
then
3044 --print ("--- too many entities", name, aoc, active_object_count_wider)
3048 -- if toggle set to nil then ignore day/night check
3049 if day_toggle
~= nil then
3051 local tod
= (minetest
.get_timeofday() or 0) * 24000
3053 if tod
> 4500 and tod
< 19500 then
3054 -- daylight, but mob wants night
3055 if day_toggle
== false then
3056 --print ("--- mob needs night", name)
3060 -- night time but mob wants day
3061 if day_toggle
== true then
3062 --print ("--- mob needs day", name)
3071 -- only spawn away from player
3072 local objs
= minetest
.get_objects_inside_radius(pos
, 10)
3076 if objs
[n
]:is_player() then
3077 --print ("--- player too close", name)
3082 -- mobs cannot spawn in protected areas when enabled
3083 if not spawn_protected
3084 and minetest
.is_protected(pos
, "") then
3085 --print ("--- inside protected area", name)
3089 -- are we spawning within height limits?
3090 if pos
.y
> max_height
3091 or pos
.y
< min_height
then
3092 --print ("--- height limits not met", name, pos.y)
3096 -- are light levels ok?
3097 local light
= minetest
.get_node_light(pos
)
3099 or light
> max_light
3100 or light
< min_light
then
3101 --print ("--- light limits not met", name, light)
3105 -- do we have enough height clearance to spawn mob?
3106 local ent
= minetest
.registered_entities
[name
]
3107 local height
= max(0, math
.ceil(ent
.collisionbox
[5] - ent
.collisionbox
[2]) - 1)
3109 for n
= 0, height
do
3111 local pos2
= {x
= pos
.x
, y
= pos
.y
+ n
, z
= pos
.z
}
3113 if minetest
.registered_nodes
[node_ok(pos2
).name
].walkable
== true then
3114 --print ("--- inside block", name, node_ok(pos2).name)
3119 -- spawn mob half block higher than ground
3122 local mob
= minetest
.add_entity(pos
, name
)
3124 print ("[mobs] Spawned " .. name .. " at "
3125 .. minetest.pos_to_string(pos) .. " on "
3126 .. node.name .. " near " .. neighbors[1])
3130 local ent
= mob
:get_luaentity()
3139 -- compatibility with older mob registration
3140 function mobs
:register_spawn(name
, nodes
, max_light
, min_light
, chance
, active_object_count
, max_height
, day_toggle
)
3142 mobs
:spawn_specific(name
, nodes
, {"air"}, min_light
, max_light
, 30,
3143 chance
, active_object_count
, -31000, max_height
, day_toggle
)
3147 -- MarkBu's spawn function
3148 function mobs
:spawn(def
)
3150 local name
= def
.name
3151 local nodes
= def
.nodes
or {"group:soil", "group:stone"}
3152 local neighbors
= def
.neighbors
or {"air"}
3153 local min_light
= def
.min_light
or 0
3154 local max_light
= def
.max_light
or 15
3155 local interval
= def
.interval
or 30
3156 local chance
= def
.chance
or 5000
3157 local active_object_count
= def
.active_object_count
or 1
3158 local min_height
= def
.min_height
or -31000
3159 local max_height
= def
.max_height
or 31000
3160 local day_toggle
= def
.day_toggle
3161 local on_spawn
= def
.on_spawn
3163 mobs
:spawn_specific(name
, nodes
, neighbors
, min_light
, max_light
, interval
,
3164 chance
, active_object_count
, min_height
, max_height
, day_toggle
, on_spawn
)
3168 -- register arrow for shoot attack
3169 function mobs
:register_arrow(name
, def
)
3171 if not name
or not def
then return end -- errorcheck
3173 minetest
.register_entity(name
, {
3176 visual
= def
.visual
,
3177 visual_size
= def
.visual_size
,
3178 textures
= def
.textures
,
3179 velocity
= def
.velocity
,
3180 hit_player
= def
.hit_player
,
3181 hit_node
= def
.hit_node
,
3182 hit_mob
= def
.hit_mob
,
3183 drop
= def
.drop
or false, -- drops arrow as registered item when true
3184 collisionbox
= {0, 0, 0, 0, 0, 0}, -- remove box around arrows
3187 owner_id
= def
.owner_id
,
3188 rotate
= def
.rotate
,
3189 automatic_face_movement_dir
= def
.rotate
3190 and (def
.rotate
- (pi
/ 180)) or false,
3192 on_activate
= def
.on_activate
,
3194 on_step
= def
.on_step
or function(self
, dtime
)
3196 self
.timer
= self
.timer
+ 1
3198 local pos
= self
.object
:get_pos()
3202 or not within_limits(pos
, 0) then
3204 self
.object
:remove() ; -- print ("removed arrow")
3209 -- does arrow have a tail (fireball)
3212 and def
.tail_texture
then
3214 minetest
.add_particle({
3216 velocity
= {x
= 0, y
= 0, z
= 0},
3217 acceleration
= {x
= 0, y
= 0, z
= 0},
3218 expirationtime
= def
.expire
or 0.25,
3219 collisiondetection
= false,
3220 texture
= def
.tail_texture
,
3221 size
= def
.tail_size
or 5,
3222 glow
= def
.glow
or 0,
3226 if self
.hit_node
then
3228 local node
= node_ok(pos
).name
3230 if minetest
.registered_nodes
[node
].walkable
then
3232 self
.hit_node(self
, pos
, node
)
3234 if self
.drop
== true then
3238 self
.lastpos
= (self
.lastpos
or pos
)
3240 minetest
.add_item(self
.lastpos
, self
.object
:get_luaentity().name
)
3243 self
.object
:remove() ; -- print ("hit node")
3249 if self
.hit_player
or self
.hit_mob
then
3251 for _
,player
in pairs(minetest
.get_objects_inside_radius(pos
, 1.0)) do
3254 and player
:is_player() then
3256 self
.hit_player(self
, player
)
3257 self
.object
:remove() ; -- print ("hit player")
3261 local entity
= player
:get_luaentity()
3265 and entity
._cmi_is_mob
== true
3266 and tostring(player
) ~= self
.owner_id
3267 and entity
.name
~= self
.object
:get_luaentity().name
then
3269 self
.hit_mob(self
, player
)
3271 self
.object
:remove() ; --print ("hit mob")
3284 -- compatibility function
3285 function mobs
:explosion(pos
, radius
)
3286 local self
= {sounds
= {}}
3287 self
.sounds
.explode
= "tnt_explode"
3288 mobs
:boom(self
, pos
, radius
)
3292 -- no damage to nodes explosion
3293 function mobs
:safe_boom(self
, pos
, radius
)
3295 minetest
.sound_play(self
.sounds
and self
.sounds
.explode
or "tnt_explode", {
3298 max_hear_distance
= self
.sounds
and self
.sounds
.distance
or 32
3301 entity_physics(pos
, radius
)
3302 effect(pos
, 32, "tnt_smoke.png", radius
* 3, radius
* 5, radius
, 1, 0)
3306 -- make explosion with protection and tnt mod check
3307 function mobs
:boom(self
, pos
, radius
)
3310 and minetest
.get_modpath("tnt") and tnt
and tnt
.boom
3311 and not minetest
.is_protected(pos
, "") then
3315 damage_radius
= radius
,
3316 sound
= self
.sounds
and self
.sounds
.explode
,
3317 explode_center
= true,
3320 mobs
:safe_boom(self
, pos
, radius
)
3325 -- Register spawn eggs
3327 -- Note: This also introduces the “spawn_egg” group:
3328 -- * spawn_egg=1: Spawn egg (generic mob, no metadata)
3329 -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
3330 function mobs
:register_egg(mob
, desc
, background
, addegg
, no_creative
)
3332 local grp
= {spawn_egg
= 1}
3334 -- do NOT add this egg to creative inventory (e.g. dungeon master)
3335 if creative
and no_creative
== true then
3336 grp
.not_in_creative_inventory
= 1
3339 local invimg
= background
3342 invimg
= "mobs_chicken_egg.png^(" .. invimg
..
3343 "^[mask:mobs_chicken_egg_overlay.png)"
3346 -- register new spawn egg containing mob information
3347 minetest
.register_craftitem(mob
.. "_set", {
3349 description
= S("@1 (Tamed)", desc
),
3350 inventory_image
= invimg
,
3351 groups
= {spawn_egg
= 2, not_in_creative_inventory
= 1},
3354 on_place
= function(itemstack
, placer
, pointed_thing
)
3356 local pos
= pointed_thing
.above
3358 -- am I clicking on something with existing on_rightclick function?
3359 local under
= minetest
.get_node(pointed_thing
.under
)
3360 local def
= minetest
.registered_nodes
[under
.name
]
3361 if def
and def
.on_rightclick
then
3362 return def
.on_rightclick(pointed_thing
.under
, under
, placer
, itemstack
)
3366 and within_limits(pos
, 0)
3367 and not minetest
.is_protected(pos
, placer
:get_player_name()) then
3369 if not minetest
.registered_entities
[mob
] then
3375 local data
= itemstack
:get_metadata()
3376 local mob
= minetest
.add_entity(pos
, mob
, data
)
3377 local ent
= mob
:get_luaentity()
3379 -- set owner if not a monster
3380 if ent
.type ~= "monster" then
3381 ent
.owner
= placer
:get_player_name()
3385 -- since mob is unique we remove egg once spawned
3386 itemstack
:take_item()
3394 -- register old stackable mob egg
3395 minetest
.register_craftitem(mob
, {
3398 inventory_image
= invimg
,
3401 on_place
= function(itemstack
, placer
, pointed_thing
)
3403 local pos
= pointed_thing
.above
3405 -- am I clicking on something with existing on_rightclick function?
3406 local under
= minetest
.get_node(pointed_thing
.under
)
3407 local def
= minetest
.registered_nodes
[under
.name
]
3408 if def
and def
.on_rightclick
then
3409 return def
.on_rightclick(pointed_thing
.under
, under
, placer
, itemstack
)
3413 and within_limits(pos
, 0)
3414 and not minetest
.is_protected(pos
, placer
:get_player_name()) then
3416 if not minetest
.registered_entities
[mob
] then
3422 local mob
= minetest
.add_entity(pos
, mob
)
3423 local ent
= mob
:get_luaentity()
3425 -- don't set owner if monster or sneak pressed
3426 if ent
.type ~= "monster"
3427 and not placer
:get_player_control().sneak
then
3428 ent
.owner
= placer
:get_player_name()
3432 -- if not in creative then take item
3433 if not mobs
.is_creative(placer
:get_player_name()) then
3434 itemstack
:take_item()
3445 -- capture critter (thanks to blert2112 for idea)
3446 function mobs
:capture_mob(self
, clicker
, chance_hand
, chance_net
, chance_lasso
, force_take
, replacewith
)
3449 or not clicker
:is_player()
3450 or not clicker
:get_inventory() then
3454 -- get name of clicked mob
3455 local mobname
= self
.name
3457 -- if not nil change what will be added to inventory
3459 mobname
= replacewith
3462 local name
= clicker
:get_player_name()
3463 local tool
= clicker
:get_wielded_item()
3465 -- are we using hand, net or lasso to pick up mob?
3466 if tool
:get_name() ~= ""
3467 and tool
:get_name() ~= "mobs:net"
3468 and tool
:get_name() ~= "mobs:lasso" then
3473 if self
.tamed
== false
3474 and force_take
== false then
3476 minetest
.chat_send_player(name
, S("Not tamed!"))
3478 return true -- false
3481 -- cannot pick up if not owner
3482 if self
.owner
~= name
3483 and force_take
== false then
3485 minetest
.chat_send_player(name
, S("@1 is owner!", self
.owner
))
3487 return true -- false
3490 if clicker
:get_inventory():room_for_item("main", mobname
) then
3492 -- was mob clicked with hand, net, or lasso?
3495 if tool
:get_name() == "" then
3496 chance
= chance_hand
3498 elseif tool
:get_name() == "mobs:net" then
3502 tool
:add_wear(4000) -- 17 uses
3504 clicker
:set_wielded_item(tool
)
3506 elseif tool
:get_name() == "mobs:lasso" then
3508 chance
= chance_lasso
3510 tool
:add_wear(650) -- 100 uses
3512 clicker
:set_wielded_item(tool
)
3516 -- calculate chance.. add to inventory if successful?
3517 if chance
> 0 and random(1, 100) <= chance
then
3520 local new_stack
= ItemStack(mobname
)
3522 -- add special mob egg with all mob information
3523 -- unless 'replacewith' contains new item to use
3524 if not replacewith
then
3526 new_stack
= ItemStack(mobname
.. "_set")
3530 for _
,stat
in pairs(self
) do
3531 local t
= type(stat
)
3534 and t
~= "userdata" then
3539 local data_str
= minetest
.serialize(tmp
)
3541 new_stack
:set_metadata(data_str
)
3544 local inv
= clicker
:get_inventory()
3546 if inv
:room_for_item("main", new_stack
) then
3547 inv
:add_item("main", new_stack
)
3549 minetest
.add_item(clicker
:get_pos(), new_stack
)
3552 self
.object
:remove()
3554 mob_sound(self
, "default_place_node_hard")
3558 minetest
.chat_send_player(name
, S("Missed!"))
3560 mob_sound(self
, "mobs_swing")
3568 -- protect tamed mob with rune item
3569 function mobs
:protect(self
, clicker
)
3571 local name
= clicker
:get_player_name()
3572 local tool
= clicker
:get_wielded_item()
3574 if tool
:get_name() ~= "mobs:protector" then
3578 if self
.tamed
== false then
3579 minetest
.chat_send_player(name
, S("Not tamed!"))
3580 return true -- false
3583 if self
.protected
== true then
3584 minetest
.chat_send_player(name
, S("Already protected!"))
3585 return true -- false
3588 if not mobs
.is_creative(clicker
:get_player_name()) then
3589 tool
:take_item() -- take 1 protection rune
3590 clicker
:set_wielded_item(tool
)
3593 self
.protected
= true
3595 local pos
= self
.object
:get_pos()
3596 pos
.y
= pos
.y
+ self
.collisionbox
[2] + 0.5
3598 effect(self
.object
:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
3600 mob_sound(self
, "mobs_spell")
3609 -- feeding, taming and breeding (thanks blert2112)
3610 function mobs
:feed_tame(self
, clicker
, feed_count
, breed
, tame
)
3612 if not self
.follow
then
3616 -- can eat/tame with item in hand
3617 if follow_holding(self
, clicker
) then
3619 -- if not in creative then take item
3620 if not mobs
.is_creative(clicker
:get_player_name()) then
3622 local item
= clicker
:get_wielded_item()
3626 clicker
:set_wielded_item(item
)
3630 self
.health
= self
.health
+ 4
3632 if self
.health
>= self
.hp_max
then
3634 self
.health
= self
.hp_max
3636 if self
.htimer
< 1 then
3638 minetest
.chat_send_player(clicker
:get_player_name(),
3639 S("@1 at full health (@2)",
3640 self
.name
:split(":")[2], tostring(self
.health
)))
3646 self
.object
:set_hp(self
.health
)
3650 -- make children grow quicker
3651 if self
.child
== true then
3653 self
.hornytimer
= self
.hornytimer
+ 20
3659 self
.food
= (self
.food
or 0) + 1
3660 if self
.food
>= feed_count
then
3664 if breed
and self
.hornytimer
== 0 then
3672 if self
.tamed
== false then
3673 minetest
.chat_send_player(clicker
:get_player_name(),
3674 S("@1 has been tamed!",
3675 self
.name
:split(":")[2]))
3680 if not self
.owner
or self
.owner
== "" then
3681 self
.owner
= clicker
:get_player_name()
3685 -- make sound when fed so many times
3686 mob_sound(self
, self
.sounds
.random)
3692 local item
= clicker
:get_wielded_item()
3694 -- if mob has been tamed you can name it with a nametag
3695 if item
:get_name() == "mobs:nametag"
3696 and clicker
:get_player_name() == self
.owner
then
3698 local name
= clicker
:get_player_name()
3700 -- store mob and nametag stack in external variables
3701 mob_obj
[name
] = self
3702 mob_sta
[name
] = item
3704 local tag = self
.nametag
or ""
3706 minetest
.show_formspec(name
, "mobs_nametag", "size[8,4]"
3707 .. "field[0.5,1;7.5,0;name;" .. minetest
.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]"
3708 .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest
.formspec_escape(S("Rename")) .. "]")
3717 -- inspired by blockmen's nametag mod
3718 minetest
.register_on_player_receive_fields(function(player
, formname
, fields
)
3720 -- right-clicked with nametag and name entered?
3721 if formname
== "mobs_nametag"
3723 and fields
.name
~= "" then
3725 local name
= player
:get_player_name()
3727 if not mob_obj
[name
]
3728 or not mob_obj
[name
].object
then
3732 -- make sure nametag is being used to name mob
3733 local item
= player
:get_wielded_item()
3735 if item
:get_name() ~= "mobs:nametag" then
3739 -- limit name entered to 64 characters long
3740 if string.len(fields
.name
) > 64 then
3741 fields
.name
= string.sub(fields
.name
, 1, 64)
3745 mob_obj
[name
].nametag
= fields
.name
3747 update_tag(mob_obj
[name
])
3749 -- if not in creative then take item
3750 if not mobs
.is_creative(name
) then
3752 mob_sta
[name
]:take_item()
3754 player
:set_wielded_item(mob_sta
[name
])
3757 -- reset external variables
3765 -- compatibility function for old entities to new modpack entities
3766 function mobs
:alias_mob(old_name
, new_name
)
3769 minetest
.register_alias(old_name
, new_name
)
3772 minetest
.register_entity(":" .. old_name
, {
3776 on_step
= function(self
)
3778 local pos
= self
.object
:get_pos()
3780 if minetest
.registered_entities
[new_name
] then
3781 minetest
.add_entity(pos
, new_name
)
3784 self
.object
:remove()