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authorTenPlus1 <kinsellaja@yahoo.com>2018-06-23 09:10:23 +0100
committerTenPlus1 <kinsellaja@yahoo.com>2018-06-23 09:10:23 +0100
commit7ed80b6a896b233c4054c50acb9720f8d5464e2d (patch)
treef5dd78acc0ceb224ea16c38c02e165ebcb0158ed
parent7b7aa45da8bd17322ab6607475fb8bb75f8609c3 (diff)
add new api with test mob spawner NOT using abm's
-rw-r--r--api.lua_testspawn3985
1 files changed, 3985 insertions, 0 deletions
diff --git a/api.lua_testspawn b/api.lua_testspawn
new file mode 100644
index 0000000..471df35
--- /dev/null
+++ b/api.lua_testspawn
@@ -0,0 +1,3985 @@
+
+-- Mobs Api
+
+mobs = {}
+mobs.mod = "redo"
+mobs.version = "20180623"
+
+
+-- Intllib
+local MP = minetest.get_modpath(minetest.get_current_modname())
+local S, NS = dofile(MP .. "/intllib.lua")
+mobs.intllib = S
+
+
+-- CMI support check
+local use_cmi = minetest.global_exists("cmi")
+
+
+-- Invisibility mod check
+mobs.invis = {}
+if minetest.global_exists("invisibility") then
+ mobs.invis = invisibility
+end
+
+
+-- creative check
+local creative_mode_cache = minetest.settings:get_bool("creative_mode")
+function mobs.is_creative(name)
+ return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
+end
+
+
+-- localize math functions
+local pi = math.pi
+local square = math.sqrt
+local sin = math.sin
+local cos = math.cos
+local abs = math.abs
+local min = math.min
+local max = math.max
+local atann = math.atan
+local random = math.random
+local floor = math.floor
+local atan = function(x)
+ if not x or x ~= x then
+ --error("atan bassed NaN")
+ return 0
+ else
+ return atann(x)
+ end
+end
+
+
+-- Load settings
+local damage_enabled = minetest.settings:get_bool("enable_damage")
+local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
+local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
+local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
+local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
+local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
+local creative = minetest.settings:get_bool("creative_mode")
+local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
+local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false
+local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
+local show_health = minetest.settings:get_bool("mob_show_health") ~= false
+local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
+local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
+
+-- Peaceful mode message so players will know there are no monsters
+if peaceful_only then
+ minetest.register_on_joinplayer(function(player)
+ minetest.chat_send_player(player:get_player_name(),
+ S("** Peaceful Mode Active - No Monsters Will Spawn"))
+ end)
+end
+
+-- calculate aoc range for mob count
+local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks"))
+local abr = tonumber(minetest.settings:get("active_block_range"))
+local aoc_range = max(aosrb, abr) * 16
+
+-- pathfinding settings
+local enable_pathfinding = true
+local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
+local stuck_path_timeout = 10 -- how long will mob follow path before giving up
+
+-- default nodes
+local node_fire = "fire:basic_flame"
+local node_permanent_flame = "fire:permanent_flame"
+local node_ice = "default:ice"
+local node_snowblock = "default:snowblock"
+local node_snow = "default:snow"
+mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt"
+
+
+-- play sound
+local mob_sound = function(self, sound)
+
+ if sound then
+ minetest.sound_play(sound, {
+ object = self.object,
+ gain = 1.0,
+ max_hear_distance = self.sounds.distance
+ })
+ end
+end
+
+
+-- attack player/mob
+local do_attack = function(self, player)
+
+ if self.state == "attack" then
+ return
+ end
+
+ self.attack = player
+ self.state = "attack"
+
+ if random(0, 100) < 90 then
+ mob_sound(self, self.sounds.war_cry)
+ end
+end
+
+
+-- move mob in facing direction
+local set_velocity = function(self, v)
+
+ -- do not move if mob has been ordered to stay
+ if self.order == "stand" then
+ self.object:setvelocity({x = 0, y = 0, z = 0})
+ return
+ end
+
+ local yaw = (self.object:get_yaw() or 0) + self.rotate
+
+ self.object:setvelocity({
+ x = sin(yaw) * -v,
+ y = self.object:getvelocity().y,
+ z = cos(yaw) * v
+ })
+end
+
+
+-- calculate mob velocity
+local get_velocity = function(self)
+
+ local v = self.object:getvelocity()
+
+ return (v.x * v.x + v.z * v.z) ^ 0.5
+end
+
+
+-- set and return valid yaw
+local set_yaw = function(self, yaw, delay)
+
+ if not yaw or yaw ~= yaw then
+ yaw = 0
+ end
+
+ delay = delay or 0
+
+ if delay == 0 then
+ self.object:set_yaw(yaw)
+ return yaw
+ end
+
+ self.target_yaw = yaw
+ self.delay = delay
+
+ return self.target_yaw
+end
+
+-- global function to set mob yaw
+function mobs:yaw(self, yaw, delay)
+ set_yaw(self, yaw, delay)
+end
+
+
+-- set defined animation
+local set_animation = function(self, anim)
+
+ if not self.animation
+ or not anim then return end
+
+ self.animation.current = self.animation.current or ""
+
+ if anim == self.animation.current
+ or not self.animation[anim .. "_start"]
+ or not self.animation[anim .. "_end"] then
+ return
+ end
+
+ self.animation.current = anim
+
+ self.object:set_animation({
+ x = self.animation[anim .. "_start"],
+ y = self.animation[anim .. "_end"]},
+ self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
+ 0, self.animation[anim .. "_loop"] ~= false)
+end
+
+
+-- above function exported for mount.lua
+function mobs:set_animation(self, anim)
+ set_animation(self, anim)
+end
+
+
+-- calculate distance
+local get_distance = function(a, b)
+
+ local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
+
+ return square(x * x + y * y + z * z)
+end
+
+
+-- check line of sight (BrunoMine)
+local line_of_sight = function(self, pos1, pos2, stepsize)
+
+ stepsize = stepsize or 1
+
+ local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
+
+ -- normal walking and flying mobs can see you through air
+ if s == true then
+ return true
+ end
+
+ -- New pos1 to be analyzed
+ local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
+
+ local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
+
+ -- Checks the return
+ if r == true then return true end
+
+ -- Nodename found
+ local nn = minetest.get_node(pos).name
+
+ -- Target Distance (td) to travel
+ local td = get_distance(pos1, pos2)
+
+ -- Actual Distance (ad) traveled
+ local ad = 0
+
+ -- It continues to advance in the line of sight in search of a real
+ -- obstruction which counts as 'normal' nodebox.
+ while minetest.registered_nodes[nn]
+ and (minetest.registered_nodes[nn].walkable == false
+ or minetest.registered_nodes[nn].drawtype == "nodebox") do
+
+ -- Check if you can still move forward
+ if td < ad + stepsize then
+ return true -- Reached the target
+ end
+
+ -- Moves the analyzed pos
+ local d = get_distance(pos1, pos2)
+
+ npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
+ npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
+ npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
+
+ -- NaN checks
+ if d == 0
+ or npos1.x ~= npos1.x
+ or npos1.y ~= npos1.y
+ or npos1.z ~= npos1.z then
+ return false
+ end
+
+ ad = ad + stepsize
+
+ -- scan again
+ r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
+
+ if r == true then return true end
+
+ -- New Nodename found
+ nn = minetest.get_node(pos).name
+
+ end
+
+ return false
+end
+
+
+-- are we flying in what we are suppose to? (taikedz)
+local flight_check = function(self, pos_w)
+
+ local def = minetest.registered_nodes[self.standing_in]
+
+ if not def then return false end -- nil check
+
+ if type(self.fly_in) == "string"
+ and self.standing_in == self.fly_in then
+
+ return true
+
+ elseif type(self.fly_in) == "table" then
+
+ for _,fly_in in pairs(self.fly_in) do
+
+ if self.standing_in == fly_in then
+
+ return true
+ end
+ end
+ end
+
+ -- stops mobs getting stuck inside stairs and plantlike nodes
+ if def.drawtype ~= "airlike"
+ and def.drawtype ~= "liquid"
+ and def.drawtype ~= "flowingliquid" then
+ return true
+ end
+
+ return false
+end
+
+
+-- custom particle effects
+local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
+
+ radius = radius or 2
+ min_size = min_size or 0.5
+ max_size = max_size or 1
+ gravity = gravity or -10
+ glow = glow or 0
+
+ minetest.add_particlespawner({
+ amount = amount,
+ time = 0.25,
+ minpos = pos,
+ maxpos = pos,
+ minvel = {x = -radius, y = -radius, z = -radius},
+ maxvel = {x = radius, y = radius, z = radius},
+ minacc = {x = 0, y = gravity, z = 0},
+ maxacc = {x = 0, y = gravity, z = 0},
+ minexptime = 0.1,
+ maxexptime = 1,
+ minsize = min_size,
+ maxsize = max_size,
+ texture = texture,
+ glow = glow,
+ })
+end
+
+
+-- update nametag colour
+local update_tag = function(self)
+
+ local col = "#00FF00"
+ local qua = self.hp_max / 4
+
+ if self.health <= floor(qua * 3) then
+ col = "#FFFF00"
+ end
+
+ if self.health <= floor(qua * 2) then
+ col = "#FF6600"
+ end
+
+ if self.health <= floor(qua) then
+ col = "#FF0000"
+ end
+
+ self.object:set_properties({
+ nametag = self.nametag,
+ nametag_color = col
+ })
+
+end
+
+
+-- drop items
+local item_drop = function(self, cooked)
+
+ -- no drops if disabled by setting
+ if not mobs_drop_items then return end
+
+ -- no drops for child mobs
+ if self.child then return end
+
+ local obj, item, num
+ local pos = self.object:get_pos()
+
+ self.drops = self.drops or {} -- nil check
+
+ for n = 1, #self.drops do
+
+ if random(1, self.drops[n].chance) == 1 then
+
+ num = random(self.drops[n].min or 1, self.drops[n].max or 1)
+ item = self.drops[n].name
+
+ -- cook items when true
+ if cooked then
+
+ local output = minetest.get_craft_result({
+ method = "cooking", width = 1, items = {item}})
+
+ if output and output.item and not output.item:is_empty() then
+ item = output.item:get_name()
+ end
+ end
+
+ -- add item if it exists
+ obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
+
+ if obj and obj:get_luaentity() then
+
+ obj:setvelocity({
+ x = random(-10, 10) / 9,
+ y = 6,
+ z = random(-10, 10) / 9,
+ })
+ elseif obj then
+ obj:remove() -- item does not exist
+ end
+ end
+ end
+
+ self.drops = {}
+end
+
+
+-- check if mob is dead or only hurt
+local check_for_death = function(self, cause, cmi_cause)
+
+ -- has health actually changed?
+ if self.health == self.old_health and self.health > 0 then
+ return
+ end
+
+ self.old_health = self.health
+
+ -- still got some health? play hurt sound
+ if self.health > 0 then
+
+ mob_sound(self, self.sounds.damage)
+
+ -- make sure health isn't higher than max
+ if self.health > self.hp_max then
+ self.health = self.hp_max
+ end
+
+ -- backup nametag so we can show health stats
+ if not self.nametag2 then
+ self.nametag2 = self.nametag or ""
+ end
+
+ if show_health
+ and (cmi_cause and cmi_cause.type == "punch") then
+
+ self.htimer = 2
+ self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
+
+ update_tag(self)
+ end
+
+ return false
+ end
+
+ -- dropped cooked item if mob died in lava
+ if cause == "lava" then
+ item_drop(self, true)
+ else
+ item_drop(self, nil)
+ end
+
+ mob_sound(self, self.sounds.death)
+
+ local pos = self.object:get_pos()
+
+ -- execute custom death function
+ if self.on_die then
+
+ self.on_die(self, pos)
+
+ if use_cmi then
+ cmi.notify_die(self.object, cmi_cause)
+ end
+
+ self.object:remove()
+
+ return true
+ end
+
+ -- default death function and die animation (if defined)
+ if self.animation
+ and self.animation.die_start
+ and self.animation.die_end then
+
+ local frames = self.animation.die_end - self.animation.die_start
+ local speed = self.animation.die_speed or 15
+ local length = max(frames / speed, 0)
+
+ self.attack = nil
+ self.v_start = false
+ self.timer = 0
+ self.blinktimer = 0
+ self.passive = true
+ self.state = "die"
+ set_velocity(self, 0)
+ set_animation(self, "die")
+
+ minetest.after(length, function(self)
+
+ if use_cmi and self.object:get_luaentity() then
+ cmi.notify_die(self.object, cmi_cause)
+ end
+
+ self.object:remove()
+ end, self)
+ else
+
+ if use_cmi then
+ cmi.notify_die(self.object, cmi_cause)
+ end
+
+ self.object:remove()
+ end
+
+ effect(pos, 20, "tnt_smoke.png")
+
+ return true
+end
+
+
+-- check if within physical map limits (-30911 to 30927)
+local within_limits = function(pos, radius)
+
+ if (pos.x - radius) > -30913
+ and (pos.x + radius) < 30928
+ and (pos.y - radius) > -30913
+ and (pos.y + radius) < 30928
+ and (pos.z - radius) > -30913
+ and (pos.z + radius) < 30928 then
+ return true -- within limits
+ end
+
+ return false -- beyond limits
+end
+
+
+-- is mob facing a cliff
+local is_at_cliff = function(self)
+
+ if self.fear_height == 0 then -- 0 for no falling protection!
+ return false
+ end
+
+ local yaw = self.object:get_yaw()
+ local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
+ local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
+ local pos = self.object:get_pos()
+ local ypos = pos.y + self.collisionbox[2] -- just above floor
+
+ if minetest.line_of_sight(
+ {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
+ {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
+ , 1) then
+
+ return true
+ end
+
+ return false
+end
+
+
+-- get node but use fallback for nil or unknown
+local node_ok = function(pos, fallback)
+
+ fallback = fallback or mobs.fallback_node
+
+ local node = minetest.get_node_or_nil(pos)
+
+ if node and minetest.registered_nodes[node.name] then
+ return node
+ end
+
+ return minetest.registered_nodes[fallback]
+end
+
+
+-- environmental damage (water, lava, fire, light etc.)
+local do_env_damage = function(self)
+
+ -- feed/tame text timer (so mob 'full' messages dont spam chat)
+ if self.htimer > 0 then
+ self.htimer = self.htimer - 1
+ end
+
+ -- reset nametag after showing health stats
+ if self.htimer < 1 and self.nametag2 then
+
+ self.nametag = self.nametag2
+ self.nametag2 = nil
+
+ update_tag(self)
+ end
+
+ local pos = self.object:get_pos()
+
+ self.time_of_day = minetest.get_timeofday()
+
+ -- remove mob if beyond map limits
+ if not within_limits(pos, 0) then
+ self.object:remove()
+ return
+ end
+
+ -- bright light harms mob
+ if self.light_damage ~= 0
+-- and pos.y > 0
+-- and self.time_of_day > 0.2
+-- and self.time_of_day < 0.8
+ and (minetest.get_node_light(pos) or 0) > 12 then
+
+ self.health = self.health - self.light_damage
+
+ effect(pos, 5, "tnt_smoke.png")
+
+ if check_for_death(self, "light", {type = "light"}) then return end
+ end
+--[[
+ local y_level = self.collisionbox[2]
+
+ if self.child then
+ y_level = self.collisionbox[2] * 0.5
+ end
+
+ -- what is mob standing in?
+ pos.y = pos.y + y_level + 0.25 -- foot level
+ self.standing_in = node_ok(pos, "air").name
+-- print ("standing in " .. self.standing_in)
+]]
+ -- don't fall when on ignore, just stand still
+ if self.standing_in == "ignore" then
+ self.object:setvelocity({x = 0, y = 0, z = 0})
+ end
+
+ local nodef = minetest.registered_nodes[self.standing_in]
+
+ pos.y = pos.y + 1 -- for particle effect position
+
+ -- water
+ if self.water_damage
+ and nodef.groups.water then
+
+ if self.water_damage ~= 0 then
+
+ self.health = self.health - self.water_damage
+
+ effect(pos, 5, "bubble.png", nil, nil, 1, nil)
+
+ if check_for_death(self, "water", {type = "environment",
+ pos = pos, node = self.standing_in}) then return end
+ end
+
+ -- lava or fire
+ elseif self.lava_damage
+ and (nodef.groups.lava
+ or self.standing_in == node_fire
+ or self.standing_in == node_permanent_flame) then
+
+ if self.lava_damage ~= 0 then
+
+ self.health = self.health - self.lava_damage
+
+ effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
+
+ if check_for_death(self, "lava", {type = "environment",
+ pos = pos, node = self.standing_in}) then return end
+ end
+
+ -- damage_per_second node check
+ elseif nodef.damage_per_second ~= 0 then
+
+ self.health = self.health - nodef.damage_per_second
+
+ effect(pos, 5, "tnt_smoke.png")
+
+ if check_for_death(self, "dps", {type = "environment",
+ pos = pos, node = self.standing_in}) then return end
+ end
+--[[
+ --- suffocation inside solid node
+ if self.suffocation ~= 0
+ and nodef.walkable == true
+ and nodef.groups.disable_suffocation ~= 1
+ and nodef.drawtype == "normal" then
+
+ self.health = self.health - self.suffocation
+
+ if check_for_death(self, "suffocation", {type = "environment",
+ pos = pos, node = self.standing_in}) then return end
+ end
+]]
+ check_for_death(self, "", {type = "unknown"})
+end
+
+
+-- jump if facing a solid node (not fences or gates)
+local do_jump = function(self)
+
+ if not self.jump
+ or self.jump_height == 0
+ or self.fly
+ or self.child
+ or self.order == "stand" then
+ return false
+ end
+
+ self.facing_fence = false
+
+ -- something stopping us while moving?
+ if self.state ~= "stand"
+ and get_velocity(self) > 0.5
+ and self.object:getvelocity().y ~= 0 then
+ return false
+ end
+
+ local pos = self.object:get_pos()
+ local yaw = self.object:get_yaw()
+
+ -- what is mob standing on?
+ pos.y = pos.y + self.collisionbox[2] - 0.2
+
+ local nod = node_ok(pos)
+
+--print ("standing on:", nod.name, pos.y)
+
+ if minetest.registered_nodes[nod.name].walkable == false then
+ return false
+ end
+
+ -- where is front
+ local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
+ local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
+
+ -- what is in front of mob?
+ local nod = node_ok({
+ x = pos.x + dir_x,
+ y = pos.y + 0.5,
+ z = pos.z + dir_z
+ })
+
+ -- thin blocks that do not need to be jumped
+ if nod.name == node_snow then
+ return false
+ end
+
+--print ("in front:", nod.name, pos.y + 0.5)
+
+ if self.walk_chance == 0
+ or minetest.registered_items[nod.name].walkable then
+
+ if not nod.name:find("fence")
+ and not nod.name:find("gate") then
+
+ local v = self.object:getvelocity()
+
+ v.y = self.jump_height
+
+ set_animation(self, "jump") -- only when defined
+
+ self.object:setvelocity(v)
+
+ -- when in air move forward
+ minetest.after(0.3, function(self, v)
+
+ if self.object:get_luaentity() then
+
+ self.object:set_acceleration({
+ x = v.x * 2,--1.5,
+ y = 0,
+ z = v.z * 2,--1.5
+ })
+ end
+ end, self, v)
+
+ if get_velocity(self) > 0 then
+ mob_sound(self, self.sounds.jump)
+ end
+ else
+ self.facing_fence = true
+ end
+
+ return true
+ end
+
+ return false
+end
+
+
+-- blast damage to entities nearby (modified from TNT mod)
+local entity_physics = function(pos, radius)
+
+ radius = radius * 2
+
+ local objs = minetest.get_objects_inside_radius(pos, radius)
+ local obj_pos, dist
+
+ for n = 1, #objs do
+
+ obj_pos = objs[n]:get_pos()
+
+ dist = get_distance(pos, obj_pos)
+ if dist < 1 then dist = 1 end
+
+ local damage = floor((4 / dist) * radius)
+ local ent = objs[n]:get_luaentity()
+
+ -- punches work on entities AND players
+ objs[n]:punch(objs[n], 1.0, {
+ full_punch_interval = 1.0,
+ damage_groups = {fleshy = damage},
+ }, pos)
+ end
+end
+
+
+-- should mob follow what I'm holding ?
+local follow_holding = function(self, clicker)
+
+ if mobs.invis[clicker:get_player_name()] then
+ return false
+ end
+
+ local item = clicker:get_wielded_item()
+ local t = type(self.follow)
+
+ -- single item
+ if t == "string"
+ and item:get_name() == self.follow then
+ return true
+
+ -- multiple items
+ elseif t == "table" then
+
+ for no = 1, #self.follow do
+
+ if self.follow[no] == item:get_name() then
+ return true
+ end
+ end
+ end
+
+ return false
+end
+
+
+-- find two animals of same type and breed if nearby and horny
+local breed = function(self)
+
+ -- child takes 240 seconds before growing into adult
+ if self.child == true then
+
+ self.hornytimer = self.hornytimer + 1
+
+ if self.hornytimer > 240 then
+
+ self.child = false
+ self.hornytimer = 0
+
+ self.object:set_properties({
+ textures = self.base_texture,
+ mesh = self.base_mesh,
+ visual_size = self.base_size,
+ collisionbox = self.base_colbox,
+ selectionbox = self.base_selbox,
+ })
+
+ -- custom function when child grows up
+ if self.on_grown then
+ self.on_grown(self)
+ else
+ -- jump when fully grown so as not to fall into ground
+ self.object:setvelocity({
+ x = 0,
+ y = self.jump_height,
+ z = 0
+ })
+ end
+ end
+
+ return
+ end
+
+ -- horny animal can mate for 40 seconds,
+ -- afterwards horny animal cannot mate again for 200 seconds
+ if self.horny == true
+ and self.hornytimer < 240 then
+
+ self.hornytimer = self.hornytimer + 1
+
+ if self.hornytimer >= 240 then
+ self.hornytimer = 0
+ self.horny = false
+ end
+ end
+
+ -- find another same animal who is also horny and mate if nearby
+ if self.horny == true
+ and self.hornytimer <= 40 then
+
+ local pos = self.object:get_pos()
+
+ effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
+
+ local objs = minetest.get_objects_inside_radius(pos, 3)
+ local num = 0
+ local ent = nil
+
+ for n = 1, #objs do
+
+ ent = objs[n]:get_luaentity()
+
+ -- check for same animal with different colour
+ local canmate = false
+
+ if ent then
+
+ if ent.name == self.name then
+ canmate = true
+ else
+ local entname = string.split(ent.name,":")
+ local selfname = string.split(self.name,":")
+
+ if entname[1] == selfname[1] then
+ entname = string.split(entname[2],"_")
+ selfname = string.split(selfname[2],"_")
+
+ if entname[1] == selfname[1] then
+ canmate = true
+ end
+ end
+ end
+ end
+
+ if ent
+ and canmate == true
+ and ent.horny == true
+ and ent.hornytimer <= 40 then
+ num = num + 1
+ end
+
+ -- found your mate? then have a baby
+ if num > 1 then
+
+ self.hornytimer = 41
+ ent.hornytimer = 41
+
+ -- spawn baby
+ minetest.after(5, function(self, ent)
+
+ if not self.object:get_luaentity() then
+ return
+ end
+
+ -- custom breed function
+ if self.on_breed then
+
+ -- when false skip going any further
+ if self.on_breed(self, ent) == false then
+ return
+ end
+ else
+ effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
+ end
+
+ local mob = minetest.add_entity(pos, self.name)
+ local ent2 = mob:get_luaentity()
+ local textures = self.base_texture
+
+ -- using specific child texture (if found)
+ if self.child_texture then
+ textures = self.child_texture[1]
+ end
+
+ -- and resize to half height
+ mob:set_properties({
+ textures = textures,
+ visual_size = {
+ x = self.base_size.x * .5,
+ y = self.base_size.y * .5,
+ },
+ collisionbox = {
+ self.base_colbox[1] * .5,
+ self.base_colbox[2] * .5,
+ self.base_colbox[3] * .5,
+ self.base_colbox[4] * .5,
+ self.base_colbox[5] * .5,
+ self.base_colbox[6] * .5,
+ },
+ selectionbox = {
+ self.base_selbox[1] * .5,
+ self.base_selbox[2] * .5,
+ self.base_selbox[3] * .5,
+ self.base_selbox[4] * .5,
+ self.base_selbox[5] * .5,
+ self.base_selbox[6] * .5,
+ },
+ })
+ -- tamed and owned by parents' owner
+ ent2.child = true
+ ent2.tamed = true
+ ent2.owner = self.owner
+ end, self, ent)
+
+ num = 0
+
+ break
+ end
+ end
+ end
+end
+
+
+-- find and replace what mob is looking for (grass, wheat etc.)
+local replace = function(self, pos)
+
+ if not mobs_griefing
+ or not self.replace_rate
+ or not self.replace_what
+ or self.child == true
+ or self.object:getvelocity().y ~= 0
+ or random(1, self.replace_rate) > 1 then
+ return
+ end
+
+ local what, with, y_offset
+
+ if type(self.replace_what[1]) == "table" then
+
+ local num = random(#self.replace_what)
+
+ what = self.replace_what[num][1] or ""
+ with = self.replace_what[num][2] or ""
+ y_offset = self.replace_what[num][3] or 0
+ else
+ what = self.replace_what
+ with = self.replace_with or ""
+ y_offset = self.replace_offset or 0
+ end
+
+ pos.y = pos.y + y_offset
+
+ if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
+
+-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
+
+ local oldnode = {name = what}
+ local newnode = {name = with}
+ local on_replace_return
+
+ if self.on_replace then
+ on_replace_return = self.on_replace(self, pos, oldnode, newnode)
+ end
+
+ if on_replace_return ~= false then
+
+ minetest.set_node(pos, {name = with})
+
+ -- when cow/sheep eats grass, replace wool and milk
+ if self.gotten == true then
+ self.gotten = false
+ self.object:set_properties(self)
+ end
+ end
+ end
+end
+
+
+-- check if daytime and also if mob is docile during daylight hours
+local day_docile = function(self)
+
+ if self.docile_by_day == false then
+
+ return false
+
+ elseif self.docile_by_day == true
+ and self.time_of_day > 0.2
+ and self.time_of_day < 0.8 then
+
+ return true
+ end
+end
+
+
+local los_switcher = false
+local height_switcher = false
+
+-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
+local smart_mobs = function(self, s, p, dist, dtime)
+
+ local s1 = self.path.lastpos
+
+ local target_pos = self.attack:get_pos()
+
+ -- is it becoming stuck?
+ if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
+ self.path.stuck_timer = self.path.stuck_timer + dtime
+ else
+ self.path.stuck_timer = 0
+ end
+
+ self.path.lastpos = {x = s.x, y = s.y, z = s.z}
+
+ local use_pathfind = false
+ local has_lineofsight = minetest.line_of_sight(
+ {x = s.x, y = (s.y) + .5, z = s.z},
+ {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
+
+ -- im stuck, search for path
+ if not has_lineofsight then
+
+ if los_switcher == true then
+ use_pathfind = true
+ los_switcher = false
+ end -- cannot see target!
+ else
+ if los_switcher == false then
+
+ los_switcher = true
+ use_pathfind = false
+
+ minetest.after(1, function(self)
+
+ if self.object:get_luaentity() then
+
+ if has_lineofsight then
+ self.path.following = false
+ end
+ end
+ end, self)
+ end -- can see target!
+ end
+
+ if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
+
+ use_pathfind = true
+ self.path.stuck_timer = 0
+
+ minetest.after(1, function(self)
+
+ if self.object:get_luaentity() then
+
+ if has_lineofsight then
+ self.path.following = false
+ end
+ end
+ end, self)
+ end
+
+ if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
+
+ use_pathfind = true
+ self.path.stuck_timer = 0
+
+ minetest.after(1, function(self)
+
+ if self.object:get_luaentity() then
+
+ if has_lineofsight then
+ self.path.following = false
+ end
+ end
+ end, self)
+ end
+
+ if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
+
+ if height_switcher then
+ use_pathfind = true
+ height_switcher = false
+ end
+ else
+ if not height_switcher then
+ use_pathfind = false
+ height_switcher = true
+ end
+ end
+
+ if use_pathfind then
+ -- lets try find a path, first take care of positions
+ -- since pathfinder is very sensitive
+ local sheight = self.collisionbox[5] - self.collisionbox[2]
+
+ -- round position to center of node to avoid stuck in walls
+ -- also adjust height for player models!
+ s.x = floor(s.x + 0.5)
+-- s.y = floor(s.y + 0.5) - sheight
+ s.z = floor(s.z + 0.5)
+
+ local ssight, sground = minetest.line_of_sight(s, {
+ x = s.x, y = s.y - 4, z = s.z}, 1)
+
+ -- determine node above ground
+ if not ssight then
+ s.y = sground.y + 1
+ end
+
+ local p1 = self.attack:get_pos()
+
+ p1.x = floor(p1.x + 0.5)
+ p1.y = floor(p1.y + 0.5)
+ p1.z = floor(p1.z + 0.5)
+
+ local dropheight = 6
+ if self.fear_height ~= 0 then dropheight = self.fear_height end
+
+ self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra")
+--[[
+ -- show path using particles
+ if self.path.way and #self.path.way > 0 then
+ print ("-- path length:" .. tonumber(#self.path.way))
+ for _,pos in pairs(self.path.way) do
+ minetest.add_particle({
+ pos = pos,
+ velocity = {x=0, y=0, z=0},
+ acceleration = {x=0, y=0, z=0},
+ expirationtime = 1,
+ size = 4,
+ collisiondetection = false,
+ vertical = false,
+ texture = "heart.png",
+ })
+ end
+ end
+]]
+
+ self.state = ""
+ do_attack(self, self.attack)
+
+ -- no path found, try something else
+ if not self.path.way then
+
+ self.path.following = false
+
+ -- lets make way by digging/building if not accessible
+ if self.pathfinding == 2 and mobs_griefing then
+
+ -- is player higher than mob?
+ if s.y < p1.y then
+
+ -- build upwards
+ if not minetest.is_protected(s, "") then
+
+ local ndef1 = minetest.registered_nodes[self.standing_in]
+
+ if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
+
+ minetest.set_node(s, {name = mobs.fallback_node})
+ end
+ end
+
+ local sheight = math.ceil(self.collisionbox[5]) + 1
+
+ -- assume mob is 2 blocks high so it digs above its head
+ s.y = s.y + sheight
+
+ -- remove one block above to make room to jump
+ if not minetest.is_protected(s, "") then
+
+ local node1 = node_ok(s, "air").name
+ local ndef1 = minetest.registered_nodes[node1]
+
+ if node1 ~= "air"
+ and node1 ~= "ignore"
+ and ndef1
+ and not ndef1.groups.level
+ and not ndef1.groups.unbreakable
+ and not ndef1.groups.liquid then
+
+ minetest.set_node(s, {name = "air"})
+ minetest.add_item(s, ItemStack(node1))
+
+ end
+ end
+
+ s.y = s.y - sheight
+ self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
+
+ else -- dig 2 blocks to make door toward player direction
+
+ local yaw1 = self.object:get_yaw() + pi / 2
+ local p1 = {
+ x = s.x + cos(yaw1),
+ y = s.y,
+ z = s.z + sin(yaw1)
+ }
+
+ if not minetest.is_protected(p1, "") then
+
+ local node1 = node_ok(p1, "air").name
+ local ndef1 = minetest.registered_nodes[node1]
+
+ if node1 ~= "air"
+ and node1 ~= "ignore"
+ and ndef1
+ and not ndef1.groups.level
+ and not ndef1.groups.unbreakable
+ and not ndef1.groups.liquid then
+
+ minetest.add_item(p1, ItemStack(node1))
+ minetest.set_node(p1, {name = "air"})
+ end
+
+ p1.y = p1.y + 1
+ node1 = node_ok(p1, "air").name
+ ndef1 = minetest.registered_nodes[node1]
+
+ if node1 ~= "air"
+ and node1 ~= "ignore"
+ and ndef1
+ and not ndef1.groups.level
+ and not ndef1.groups.unbreakable
+ and not ndef1.groups.liquid then
+
+ minetest.add_item(p1, ItemStack(node1))
+ minetest.set_node(p1, {name = "air"})
+ end
+
+ end
+ end
+ end
+
+ -- will try again in 2 second
+ self.path.stuck_timer = stuck_timeout - 2
+
+ -- frustration! cant find the damn path :(
+ mob_sound(self, self.sounds.random)
+ else
+ -- yay i found path
+ mob_sound(self, self.sounds.war_cry)
+ set_velocity(self, self.walk_velocity)
+
+ -- follow path now that it has it
+ self.path.following = true
+ end
+ end
+end
+
+
+-- specific attacks
+local specific_attack = function(list, what)
+
+ -- no list so attack default (player, animals etc.)
+ if list == nil then
+ return true
+ end
+
+ -- found entity on list to attack?
+ for no = 1, #list do
+
+ if list[no] == what then
+ return true
+ end
+ end
+
+ return false
+end
+
+
+-- monster find someone to attack
+local monster_attack = function(self)
+
+ if self.type ~= "monster"
+ or not damage_enabled
+ or creative
+ or self.state == "attack"
+ or day_docile(self) then
+ return
+ end
+
+ local s = self.object:get_pos()
+ local p, sp, dist
+ local player, obj, min_player
+ local type, name = "", ""
+ local min_dist = self.view_range + 1
+ local objs = minetest.get_objects_inside_radius(s, self.view_range)
+
+ for n = 1, #objs do
+
+ if objs[n]:is_player() then
+
+ if mobs.invis[ objs[n]:get_player_name() ] then
+
+ type = ""
+ else
+ player = objs[n]
+ type = "player"
+ name = "player"
+ end
+ else
+ obj = objs[n]:get_luaentity()
+
+ if obj then
+ player = obj.object
+ type = obj.type
+ name = obj.name or ""
+ end
+ end
+
+ -- find specific mob to attack, failing that attack player/npc/animal
+ if specific_attack(self.specific_attack, name)
+ and (type == "player" or type == "npc"
+ or (type == "animal" and self.attack_animals == true)) then
+
+ p = player:get_pos()
+ sp = s
+
+ dist = get_distance(p, s)
+
+ -- aim higher to make looking up hills more realistic
+ p.y = p.y + 1
+ sp.y = sp.y + 1
+
+
+ -- choose closest player to attack
+ if dist < min_dist
+ and line_of_sight(self, sp, p, 2) == true then
+ min_dist = dist
+ min_player = player
+ end
+ end
+ end
+
+ -- attack player
+ if min_player then
+ do_attack(self, min_player)
+ end
+end
+
+
+-- npc, find closest monster to attack
+local npc_attack = function(self)
+
+ if self.type ~= "npc"
+ or not self.attacks_monsters
+ or self.state == "attack" then
+ return
+ end
+
+ local p, sp, obj, min_player, dist
+ local s = self.object:get_pos()
+ local min_dist = self.view_range + 1
+ local objs = minetest.get_objects_inside_radius(s, self.view_range)
+
+ for n = 1, #objs do
+
+ obj = objs[n]:get_luaentity()
+
+ if obj and obj.type == "monster" then
+
+ p = obj.object:get_pos()
+ sp = s
+
+ dist = get_distance(p, s)
+
+ -- aim higher to make looking up hills more realistic
+ p.y = p.y + 1
+ sp.y = sp.y + 1
+
+ if dist < min_dist
+ and line_of_sight(self, sp, p, 2) == true then
+ min_dist = dist
+ min_player = obj.object
+ end
+ end
+ end
+
+ if min_player then
+ do_attack(self, min_player)
+ end
+end
+
+
+-- specific runaway
+local specific_runaway = function(list, what)
+
+ -- no list so do not run
+ if list == nil then
+ return false
+ end
+
+ -- found entity on list to attack?
+ for no = 1, #list do
+
+ if list[no] == what then
+ return true
+ end
+ end
+
+ return false
+end
+
+
+-- find someone to runaway from
+local runaway_from = function(self)
+
+ if not self.runaway_from then
+ return
+ end
+
+ local s = self.object:get_pos()
+ local p, sp, dist
+ local player, obj, min_player
+ local type, name = "", ""
+ local min_dist = self.view_range + 1
+ local objs = minetest.get_objects_inside_radius(s, self.view_range)
+
+ for n = 1, #objs do
+
+ if objs[n]:is_player() then
+
+ if mobs.invis[ objs[n]:get_player_name() ]
+ or self.owner == objs[n]:get_player_name() then
+
+ type = ""
+ else
+ player = objs[n]
+ type = "player"
+ name = "player"
+ end
+ else
+ obj = objs[n]:get_luaentity()
+
+ if obj then
+ player = obj.object
+ type = obj.type
+ name = obj.name or ""
+ end
+ end
+
+ -- find specific mob to runaway from
+ if name ~= "" and name ~= self.name
+ and specific_runaway(self.runaway_from, name) then
+
+ p = player:get_pos()
+ sp = s
+
+ -- aim higher to make looking up hills more realistic
+ p.y = p.y + 1
+ sp.y = sp.y + 1
+
+ dist = get_distance(p, s)
+
+
+ -- choose closest player/mpb to runaway from
+ if dist < min_dist
+ and line_of_sight(self, sp, p, 2) == true then
+ min_dist = dist
+ min_player = player
+ end
+ end
+ end
+
+ if min_player then
+
+ local lp = player:get_pos()
+ local vec = {
+ x = lp.x - s.x,
+ y = lp.y - s.y,
+ z = lp.z - s.z
+ }
+
+ local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
+
+ if lp.x > s.x then
+ yaw = yaw + pi
+ end
+
+ yaw = set_yaw(self, yaw, 4)
+ self.state = "runaway"
+ self.runaway_timer = 3
+ self.following = nil
+ end
+end
+
+
+-- follow player if owner or holding item, if fish outta water then flop
+local follow_flop = function(self)
+
+ -- find player to follow
+ if (self.follow ~= ""
+ or self.order == "follow")
+ and not self.following
+ and self.state ~= "attack"
+ and self.state ~= "runaway" then
+
+ local s = self.object:get_pos()
+ local players = minetest.get_connected_players()
+
+ for n = 1, #players do
+
+ if get_distance(players[n]:get_pos(), s) < self.view_range
+ and not mobs.invis[ players[n]:get_player_name() ] then
+
+ self.following = players[n]
+
+ break
+ end
+ end
+ end
+
+ if self.type == "npc"
+ and self.order == "follow"
+ and self.state ~= "attack"
+ and self.owner ~= "" then
+
+ -- npc stop following player if not owner
+ if self.following
+ and self.owner
+ and self.owner ~= self.following:get_player_name() then
+ self.following = nil
+ end
+ else
+ -- stop following player if not holding specific item
+ if self.following
+ and self.following:is_player()
+ and follow_holding(self, self.following) == false then
+ self.following = nil
+ end
+
+ end
+
+ -- follow that thing
+ if self.following then
+
+ local s = self.object:get_pos()
+ local p
+
+ if self.following:is_player() then
+
+ p = self.following:get_pos()
+
+ elseif self.following.object then
+
+ p = self.following.object:get_pos()
+ end
+
+ if p then
+
+ local dist = get_distance(p, s)
+
+ -- dont follow if out of range
+ if dist > self.view_range then
+ self.following = nil
+ else
+ local vec = {
+ x = p.x - s.x,
+ z = p.z - s.z
+ }
+
+ local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then yaw = yaw + pi end
+
+ yaw = set_yaw(self, yaw, 6)
+
+ -- anyone but standing npc's can move along
+ if dist > self.reach
+ and self.order ~= "stand" then
+
+ set_velocity(self, self.walk_velocity)
+
+ if self.walk_chance ~= 0 then
+ set_animation(self, "walk")
+ end
+ else
+ set_velocity(self, 0)
+ set_animation(self, "stand")
+ end
+
+ return
+ end
+ end
+ end
+
+ -- swimmers flop when out of their element, and swim again when back in
+ if self.fly then
+ local s = self.object:get_pos()
+ if not flight_check(self, s) then
+
+ self.state = "flop"
+ self.object:setvelocity({x = 0, y = -5, z = 0})
+
+ set_animation(self, "stand")
+
+ return
+ elseif self.state == "flop" then
+ self.state = "stand"
+ end
+ end
+end
+
+
+-- dogshoot attack switch and counter function
+local dogswitch = function(self, dtime)
+
+ -- switch mode not activated
+ if not self.dogshoot_switch
+ or not dtime then
+ return 0
+ end
+
+ self.dogshoot_count = self.dogshoot_count + dtime
+
+ if (self.dogshoot_switch == 1
+ and self.dogshoot_count > self.dogshoot_count_max)
+ or (self.dogshoot_switch == 2
+ and self.dogshoot_count > self.dogshoot_count2_max) then
+
+ self.dogshoot_count = 0
+
+ if self.dogshoot_switch == 1 then
+ self.dogshoot_switch = 2
+ else
+ self.dogshoot_switch = 1
+ end
+ end
+
+ return self.dogshoot_switch
+end
+
+
+-- execute current state (stand, walk, run, attacks)
+local do_states = function(self, dtime)
+
+ local yaw = self.object:get_yaw() or 0
+
+ if self.state == "stand" then
+
+ if random(1, 4) == 1 then
+
+ local lp = nil
+ local s = self.object:get_pos()
+ local objs = minetest.get_objects_inside_radius(s, 3)
+
+ for n = 1, #objs do
+
+ if objs[n]:is_player() then
+ lp = objs[n]:get_pos()
+ break
+ end
+ end
+
+ -- look at any players nearby, otherwise turn randomly
+ if lp then
+
+ local vec = {
+ x = lp.x - s.x,
+ z = lp.z - s.z
+ }
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if lp.x > s.x then yaw = yaw + pi end
+ else
+ yaw = yaw + random(-0.5, 0.5)
+ end
+
+ yaw = set_yaw(self, yaw, 8)
+ end
+
+ set_velocity(self, 0)
+ set_animation(self, "stand")
+
+ -- npc's ordered to stand stay standing
+ if self.type ~= "npc"
+ or self.order ~= "stand" then
+
+ if self.walk_chance ~= 0
+ and self.facing_fence ~= true
+ and random(1, 100) <= self.walk_chance
+ and is_at_cliff(self) == false then
+
+ set_velocity(self, self.walk_velocity)
+ self.state = "walk"
+ set_animation(self, "walk")
+
+ --[[ fly up/down randomly for flying mobs
+ if self.fly and random(1, 100) <= self.walk_chance then
+
+ local v = self.object:getvelocity()
+ local ud = random(-1, 2) / 9
+
+ self.object:setvelocity({x = v.x, y = ud, z = v.z})
+ end--]]
+ end
+ end
+
+ elseif self.state == "walk" then
+
+ local s = self.object:get_pos()
+ local lp = nil
+
+ -- is there something I need to avoid?
+ if self.water_damage > 0
+ and self.lava_damage > 0 then
+
+ lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
+
+ elseif self.water_damage > 0 then
+
+ lp = minetest.find_node_near(s, 1, {"group:water"})
+
+ elseif self.lava_damage > 0 then
+
+ lp = minetest.find_node_near(s, 1, {"group:lava"})
+ end
+
+ if lp then
+
+ -- if mob in water or lava then look for land
+ if (self.lava_damage
+ and minetest.registered_nodes[self.standing_in].groups.lava)
+ or (self.water_damage
+ and minetest.registered_nodes[self.standing_in].groups.water) then
+
+ lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
+ "group:sand", node_ice, node_snowblock})
+
+ -- did we find land?
+ if lp then
+
+ local vec = {
+ x = lp.x - s.x,
+ z = lp.z - s.z
+ }
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if lp.x > s.x then yaw = yaw + pi end
+
+ -- look towards land and jump/move in that direction
+ yaw = set_yaw(self, yaw, 6)
+ do_jump(self)
+ set_velocity(self, self.walk_velocity)
+ else
+ yaw = yaw + random(-0.5, 0.5)
+ end
+
+ else
+
+ local vec = {
+ x = lp.x - s.x,
+ z = lp.z - s.z
+ }
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if lp.x > s.x then yaw = yaw + pi end
+ end
+
+ yaw = set_yaw(self, yaw, 8)
+
+ -- otherwise randomly turn
+ elseif random(1, 100) <= 30 then
+
+ yaw = yaw + random(-0.5, 0.5)
+
+ yaw = set_yaw(self, yaw, 8)
+ end
+
+ -- stand for great fall in front
+ local temp_is_cliff = is_at_cliff(self)
+
+ if self.facing_fence == true
+ or temp_is_cliff
+ or random(1, 100) <= 30 then
+
+ set_velocity(self, 0)
+ self.state = "stand"
+ set_animation(self, "stand")
+ else
+ set_velocity(self, self.walk_velocity)
+
+ if flight_check(self)
+ and self.animation
+ and self.animation.fly_start
+ and self.animation.fly_end then
+ set_animation(self, "fly")
+ else
+ set_animation(self, "walk")
+ end
+ end
+
+ -- runaway when punched
+ elseif self.state == "runaway" then
+
+ self.runaway_timer = self.runaway_timer + 1
+
+ -- stop after 5 seconds or when at cliff
+ if self.runaway_timer > 5
+ or is_at_cliff(self) then
+ self.runaway_timer = 0
+ set_velocity(self, 0)
+ self.state = "stand"
+ set_animation(self, "stand")
+ else
+ set_velocity(self, self.run_velocity)
+ set_animation(self, "walk")
+ end
+
+ -- attack routines (explode, dogfight, shoot, dogshoot)
+ elseif self.state == "attack" then
+
+ -- calculate distance from mob and enemy
+ local s = self.object:get_pos()
+ local p = self.attack:get_pos() or s
+ local dist = get_distance(p, s)
+
+ -- stop attacking if player invisible or out of range
+ if dist > self.view_range
+ or not self.attack
+ or not self.attack:get_pos()
+ or self.attack:get_hp() <= 0
+ or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
+
+-- print(" ** stop attacking **", dist, self.view_range)
+ self.state = "stand"
+ set_velocity(self, 0)
+ set_animation(self, "stand")
+ self.attack = nil
+ self.v_start = false
+ self.timer = 0
+ self.blinktimer = 0
+ self.path.way = nil
+
+ return
+ end
+
+ if self.attack_type == "explode" then
+
+ local vec = {
+ x = p.x - s.x,
+ z = p.z - s.z
+ }
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then yaw = yaw + pi end
+
+ yaw = set_yaw(self, yaw)
+
+ local node_break_radius = self.explosion_radius or 1
+ local entity_damage_radius = self.explosion_damage_radius
+ or (node_break_radius * 2)
+
+ -- start timer when in reach and line of sight
+ if not self.v_start
+ and dist <= self.reach
+ and line_of_sight(self, s, p, 2) then
+
+ self.v_start = true
+ self.timer = 0
+ self.blinktimer = 0
+ mob_sound(self, self.sounds.fuse)
+-- print ("=== explosion timer started", self.explosion_timer)
+
+ -- stop timer if out of reach or direct line of sight
+ elseif self.allow_fuse_reset
+ and self.v_start
+ and (dist > self.reach
+ or not line_of_sight(self, s, p, 2)) then
+ self.v_start = false
+ self.timer = 0
+ self.blinktimer = 0
+ self.blinkstatus = false
+ self.object:settexturemod("")
+ end
+
+ -- walk right up to player unless the timer is active
+ if self.v_start and (self.stop_to_explode or dist < 1.5) then
+ set_velocity(self, 0)
+ else
+ set_velocity(self, self.run_velocity)
+ end
+
+ if self.animation and self.animation.run_start then
+ set_animation(self, "run")
+ else
+ set_animation(self, "walk")
+ end
+
+ if self.v_start then
+
+ self.timer = self.timer + dtime
+ self.blinktimer = (self.blinktimer or 0) + dtime
+
+ if self.blinktimer > 0.2 then
+
+ self.blinktimer = 0
+
+ if self.blinkstatus then
+ self.object:settexturemod("")
+ else
+ self.object:settexturemod("^[brighten")
+ end
+
+ self.blinkstatus = not self.blinkstatus
+ end
+
+-- print ("=== explosion timer", self.timer)
+
+ if self.timer > self.explosion_timer then
+
+ local pos = self.object:get_pos()
+
+ -- dont damage anything if area protected or next to water
+ if minetest.find_node_near(pos, 1, {"group:water"})
+ or minetest.is_protected(pos, "") then
+
+ node_break_radius = 1
+ end
+
+ self.object:remove()
+
+ if minetest.get_modpath("tnt") and tnt and tnt.boom
+ and not minetest.is_protected(pos, "") then
+
+ tnt.boom(pos, {
+ radius = node_break_radius,
+ damage_radius = entity_damage_radius,
+ sound = self.sounds.explode,
+ })
+ else
+
+ minetest.sound_play(self.sounds.explode, {
+ pos = pos,
+ gain = 1.0,
+ max_hear_distance = self.sounds.distance or 32
+ })
+
+ entity_physics(pos, entity_damage_radius)
+ effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0)
+ end
+
+ return
+ end
+ end
+
+ elseif self.attack_type == "dogfight"
+ or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
+ or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
+
+ if self.fly
+ and dist > self.reach then
+
+ local p1 = s
+ local me_y = floor(p1.y)
+ local p2 = p
+ local p_y = floor(p2.y + 1)
+ local v = self.object:getvelocity()
+
+ if flight_check(self, s) then
+
+ if me_y < p_y then
+
+ self.object:setvelocity({
+ x = v.x,
+ y = 1 * self.walk_velocity,
+ z = v.z
+ })
+
+ elseif me_y > p_y then
+
+ self.object:setvelocity({
+ x = v.x,
+ y = -1 * self.walk_velocity,
+ z = v.z
+ })
+ end
+ else
+ if me_y < p_y then
+
+ self.object:setvelocity({
+ x = v.x,
+ y = 0.01,
+ z = v.z
+ })
+
+ elseif me_y > p_y then
+
+ self.object:setvelocity({
+ x = v.x,
+ y = -0.01,
+ z = v.z
+ })
+ end
+ end
+
+ end
+
+ -- rnd: new movement direction
+ if self.path.following
+ and self.path.way
+ and self.attack_type ~= "dogshoot" then
+
+ -- no paths longer than 50
+ if #self.path.way > 50
+ or dist < self.reach then
+ self.path.following = false
+ return
+ end
+
+ local p1 = self.path.way[1]
+
+ if not p1 then
+ self.path.following = false
+ return
+ end
+
+ if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
+ -- reached waypoint, remove it from queue
+ table.remove(self.path.way, 1)
+ end
+
+ -- set new temporary target
+ p = {x = p1.x, y = p1.y, z = p1.z}
+ end
+
+ local vec = {
+ x = p.x - s.x,
+ z = p.z - s.z
+ }
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then yaw = yaw + pi end
+
+ yaw = set_yaw(self, yaw)
+
+ -- move towards enemy if beyond mob reach
+ if dist > self.reach then
+
+ -- path finding by rnd
+ if self.pathfinding -- only if mob has pathfinding enabled
+ and enable_pathfinding then
+
+ smart_mobs(self, s, p, dist, dtime)
+ end
+
+ if is_at_cliff(self) then
+
+ set_velocity(self, 0)
+ set_animation(self, "stand")
+ else
+
+ if self.path.stuck then
+ set_velocity(self, self.walk_velocity)
+ else
+ set_velocity(self, self.run_velocity)
+ end
+
+ if self.animation and self.animation.run_start then
+ set_animation(self, "run")
+ else
+ set_animation(self, "walk")
+ end
+ end
+
+ else -- rnd: if inside reach range
+
+ self.path.stuck = false
+ self.path.stuck_timer = 0
+ self.path.following = false -- not stuck anymore
+
+ set_velocity(self, 0)
+
+ if not self.custom_attack then
+
+ if self.timer > 1 then
+
+ self.timer = 0
+
+ if self.double_melee_attack
+ and random(1, 2) == 1 then
+ set_animation(self, "punch2")
+ else
+ set_animation(self, "punch")
+ end
+
+ local p2 = p
+ local s2 = s
+
+ p2.y = p2.y + .5
+ s2.y = s2.y + .5
+
+ if line_of_sight(self, p2, s2) == true then
+
+ -- play attack sound
+ mob_sound(self, self.sounds.attack)
+
+ -- punch player (or what player is attached to)
+ local attached = self.attack:get_attach()
+ if attached then
+ self.attack = attached
+ end
+ self.attack:punch(self.object, 1.0, {
+ full_punch_interval = 1.0,
+ damage_groups = {fleshy = self.damage}
+ }, nil)
+ end
+ end
+ else -- call custom attack every second
+ if self.custom_attack
+ and self.timer > 1 then
+
+ self.timer = 0
+
+ self.custom_attack(self, p)
+ end
+ end
+ end
+
+ elseif self.attack_type == "shoot"
+ or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
+ or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
+
+ p.y = p.y - .5
+ s.y = s.y + .5
+
+ local dist = get_distance(p, s)
+ local vec = {
+ x = p.x - s.x,
+ y = p.y - s.y,
+ z = p.z - s.z
+ }
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then yaw = yaw + pi end
+
+ yaw = set_yaw(self, yaw)
+
+ set_velocity(self, 0)
+
+ if self.shoot_interval
+ and self.timer > self.shoot_interval
+ and random(1, 100) <= 60 then
+
+ self.timer = 0
+ set_animation(self, "shoot")
+
+ -- play shoot attack sound
+ mob_sound(self, self.sounds.shoot_attack)
+
+ local p = self.object:get_pos()
+
+ p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
+
+ if minetest.registered_entities[self.arrow] then
+
+ local obj = minetest.add_entity(p, self.arrow)
+ local ent = obj:get_luaentity()
+ local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
+ local v = ent.velocity or 1 -- or set to default
+
+ ent.switch = 1
+ ent.owner_id = tostring(self.object) -- add unique owner id to arrow
+
+ -- offset makes shoot aim accurate
+ vec.y = vec.y + self.shoot_offset
+ vec.x = vec.x * (v / amount)
+ vec.y = vec.y * (v / amount)
+ vec.z = vec.z * (v / amount)
+
+ obj:setvelocity(vec)
+ end
+ end
+ end
+ end
+end
+
+
+-- falling and fall damage
+local falling = function(self, pos)
+
+ if self.fly then
+ return
+ end
+
+ -- floating in water (or falling)
+ local v = self.object:getvelocity()
+
+ if v.y > 0 then
+
+ -- apply gravity when moving up
+ self.object:setacceleration({
+ x = 0,
+ y = -10,
+ z = 0
+ })
+
+ elseif v.y <= 0 and v.y > self.fall_speed then
+
+ -- fall downwards at set speed
+ self.object:setacceleration({
+ x = 0,
+ y = self.fall_speed,
+ z = 0
+ })
+ else
+ -- stop accelerating once max fall speed hit
+ self.object:setacceleration({x = 0, y = 0, z = 0})
+ end
+
+ -- in water then float up
+ if minetest.registered_nodes[self.standing_in].groups.water then
+
+ if self.floats == 1 then
+
+ self.object:setacceleration({
+ x = 0,
+ y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2
+ z = 0
+ })
+ end
+ else
+
+ -- fall damage onto solid ground
+ if self.fall_damage == 1
+ and self.object:getvelocity().y == 0 then
+
+ local d = (self.old_y or 0) - self.object:get_pos().y
+
+ if d > 5 then
+
+ self.health = self.health - floor(d - 5)
+
+ effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
+
+ if check_for_death(self, "fall", {type = "fall"}) then
+ return
+ end
+ end
+
+ self.old_y = self.object:get_pos().y
+ end
+ end
+end
+
+
+-- deal damage and effects when mob punched
+local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
+
+ -- custom punch function
+ if self.do_punch then
+
+ -- when false skip going any further
+ if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
+ return
+ end
+ end
+
+ -- mob health check
+-- if self.health <= 0 then
+-- return
+-- end
+
+ -- error checking when mod profiling is enabled
+ if not tool_capabilities then
+ minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
+ return
+ end
+
+ -- is mob protected?
+ if self.protected and hitter:is_player()
+ and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
+ minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!"))
+ return
+ end
+
+
+ -- weapon wear
+ local weapon = hitter:get_wielded_item()
+ local punch_interval = 1.4
+
+ -- calculate mob damage
+ local damage = 0
+ local armor = self.object:get_armor_groups() or {}
+ local tmp
+
+ -- quick error check incase it ends up 0 (serialize.h check test)
+ if tflp == 0 then
+ tflp = 0.2
+ end
+
+ if use_cmi then
+ damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
+ else
+
+ for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
+
+ tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
+
+ if tmp < 0 then
+ tmp = 0.0
+ elseif tmp > 1 then
+ tmp = 1.0
+ end
+
+ damage = damage + (tool_capabilities.damage_groups[group] or 0)
+ * tmp * ((armor[group] or 0) / 100.0)
+ end
+ end
+
+ -- check for tool immunity or special damage
+ for n = 1, #self.immune_to do
+
+ if self.immune_to[n][1] == weapon:get_name() then
+
+ damage = self.immune_to[n][2] or 0
+ break
+
+ -- if "all" then no tool does damage unless it's specified in list
+ elseif self.immune_to[n][1] == "all" then
+ damage = self.immune_to[n][2] or 0
+ end
+ end
+
+ -- healing
+ if damage <= -1 then
+ self.health = self.health - floor(damage)
+ return
+ end
+
+-- print ("Mob Damage is", damage)
+
+ if use_cmi then
+
+ local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
+
+ if cancel then return end
+ end
+
+ -- add weapon wear
+ if tool_capabilities then
+ punch_interval = tool_capabilities.full_punch_interval or 1.4
+ end
+
+ if weapon:get_definition()
+ and weapon:get_definition().tool_capabilities then
+
+ weapon:add_wear(floor((punch_interval / 75) * 9000))
+ hitter:set_wielded_item(weapon)
+ end
+
+ -- only play hit sound and show blood effects if damage is 1 or over
+ if damage >= 1 then
+
+ -- weapon sounds
+ if weapon:get_definition().sounds ~= nil then
+
+ local s = random(0, #weapon:get_definition().sounds)
+
+ minetest.sound_play(weapon:get_definition().sounds[s], {
+ object = self.object, --hitter,
+ max_hear_distance = 8
+ })
+ else
+ minetest.sound_play("default_punch", {
+ object = self.object, --hitter,
+ max_hear_distance = 5
+ })
+ end
+
+ -- blood_particles
+ if self.blood_amount > 0
+ and not disable_blood then
+
+ local pos = self.object:get_pos()
+
+ pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
+
+ -- do we have a single blood texture or multiple?
+ if type(self.blood_texture) == "table" then
+
+ local blood = self.blood_texture[random(1, #self.blood_texture)]
+
+ effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
+ else
+ effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
+ end
+ end
+
+ -- do damage
+ self.health = self.health - floor(damage)
+
+ -- exit here if dead, special item check
+ if weapon:get_name() == "mobs:pick_lava" then
+ if check_for_death(self, "lava", {type = "punch",
+ puncher = hitter}) then
+ return
+ end
+ else
+ if check_for_death(self, "hit", {type = "punch",
+ puncher = hitter}) then
+ return
+ end
+ end
+
+ --[[ add healthy afterglow when hit (can cause hit lag with larger textures)
+ minetest.after(0.1, function()
+
+ if not self.object:get_luaentity() then return end
+
+ self.object:settexturemod("^[colorize:#c9900070")
+
+ core.after(0.3, function()
+ self.object:settexturemod("")
+ end)
+ end) ]]
+
+ -- knock back effect (only on full punch)
+ if self.knock_back
+ and tflp >= punch_interval then
+
+ local v = self.object:getvelocity()
+ local r = 1.4 - min(punch_interval, 1.4)
+ local kb = r * 5
+ local up = 2
+
+ -- if already in air then dont go up anymore when hit
+ if v.y > 0
+ or self.fly then
+ up = 0
+ end
+
+ -- direction error check
+ dir = dir or {x = 0, y = 0, z = 0}
+
+ -- check if tool already has specific knockback value
+ if tool_capabilities.damage_groups["knockback"] then
+ kb = tool_capabilities.damage_groups["knockback"]
+ else
+ kb = kb * 1.5
+ end
+
+ self.object:setvelocity({
+ x = dir.x * kb,
+ y = up,
+ z = dir.z * kb
+ })
+
+ self.pause_timer = 0.25
+ end
+ end -- END if damage
+
+ -- if skittish then run away
+ if self.runaway == true then
+
+ local lp = hitter:get_pos()
+ local s = self.object:get_pos()
+ local vec = {
+ x = lp.x - s.x,
+ y = lp.y - s.y,
+ z = lp.z - s.z
+ }
+
+ local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
+
+ if lp.x > s.x then
+ yaw = yaw + pi
+ end
+
+ yaw = set_yaw(self, yaw, 6)
+ self.state = "runaway"
+ self.runaway_timer = 0
+ self.following = nil
+ end
+
+ local name = hitter:get_player_name() or ""
+
+ -- attack puncher and call other mobs for help
+ if self.passive == false
+ and self.state ~= "flop"
+ and self.child == false
+ and hitter:get_player_name() ~= self.owner
+ and not mobs.invis[ name ] then
+
+ -- attack whoever punched mob
+ self.state = ""
+ do_attack(self, hitter)
+
+ -- alert others to the attack
+ local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
+ local obj = nil
+
+ for n = 1, #objs do
+
+ obj = objs[n]:get_luaentity()
+
+ if obj then
+
+ -- only alert members of same mob
+ if obj.group_attack == true
+ and obj.state ~= "attack"
+ and obj.owner ~= name
+ and obj.name == self.name then
+ do_attack(obj, hitter)
+ end
+
+ -- have owned mobs attack player threat
+ if obj.owner == name and obj.owner_loyal then
+ do_attack(obj, self.object)
+ end
+ end
+ end
+ end
+end
+
+
+-- get entity staticdata
+local mob_staticdata = function(self)
+
+ -- remove mob when out of range unless tamed
+ if remove_far
+ and self.remove_ok
+ and self.type ~= "npc"
+ and self.state ~= "attack"
+ and not self.tamed
+ and self.lifetimer < 20000 then
+
+ --print ("REMOVED " .. self.name)
+
+ self.object:remove()
+
+ return ""-- nil
+ end
+
+ self.remove_ok = true
+ self.attack = nil
+ self.following = nil
+ self.state = "stand"
+
+ -- used to rotate older mobs
+ if self.drawtype
+ and self.drawtype == "side" then
+ self.rotate = math.rad(90)
+ end
+
+ if use_cmi then
+ self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
+ end
+
+ local tmp = {}
+
+ for _,stat in pairs(self) do
+
+ local t = type(stat)
+
+ if t ~= "function"
+ and t ~= "nil"
+ and t ~= "userdata"
+ and _ ~= "_cmi_components" then
+ tmp[_] = self[_]
+ end
+ end
+
+ --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
+ return minetest.serialize(tmp)
+end
+
+
+-- activate mob and reload settings
+local mob_activate = function(self, staticdata, def, dtime)
+
+ -- remove monsters in peaceful mode
+ if self.type == "monster"
+ and peaceful_only then
+
+ self.object:remove()
+
+ return
+ end
+
+ -- load entity variables
+ local tmp = minetest.deserialize(staticdata)
+
+ if tmp then
+ for _,stat in pairs(tmp) do
+ self[_] = stat
+ end
+ end
+
+ -- select random texture, set model and size
+ if not self.base_texture then
+
+ -- compatiblity with old simple mobs textures
+ if type(def.textures[1]) == "string" then
+ def.textures = {def.textures}
+ end
+
+ self.base_texture = def.textures[random(1, #def.textures)]
+ self.base_mesh = def.mesh
+ self.base_size = self.visual_size
+ self.base_colbox = self.collisionbox
+ self.base_selbox = self.selectionbox
+ end
+
+ -- for current mobs that dont have this set
+ if not self.base_selbox then
+ self.base_selbox = self.selectionbox or self.base_colbox
+ end
+
+ -- set texture, model and size
+ local textures = self.base_texture
+ local mesh = self.base_mesh
+ local vis_size = self.base_size
+ local colbox = self.base_colbox
+ local selbox = self.base_selbox
+
+ -- specific texture if gotten
+ if self.gotten == true
+ and def.gotten_texture then
+ textures = def.gotten_texture
+ end
+
+ -- specific mesh if gotten
+ if self.gotten == true
+ and def.gotten_mesh then
+ mesh = def.gotten_mesh
+ end
+
+ -- set child objects to half size
+ if self.child == true then
+
+ vis_size = {
+ x = self.base_size.x * .5,
+ y = self.base_size.y * .5,
+ }
+
+ if def.child_texture then
+ textures = def.child_texture[1]
+ end
+
+ colbox = {
+ self.base_colbox[1] * .5,
+ self.base_colbox[2] * .5,
+ self.base_colbox[3] * .5,
+ self.base_colbox[4] * .5,
+ self.base_colbox[5] * .5,
+ self.base_colbox[6] * .5
+ }
+ selbox = {
+ self.base_selbox[1] * .5,
+ self.base_selbox[2] * .5,
+ self.base_selbox[3] * .5,
+ self.base_selbox[4] * .5,
+ self.base_selbox[5] * .5,
+ self.base_selbox[6] * .5
+ }
+ end
+
+ if self.health == 0 then
+ self.health = random (self.hp_min, self.hp_max)
+ end
+
+ -- pathfinding init
+ self.path = {}
+ self.path.way = {} -- path to follow, table of positions
+ self.path.lastpos = {x = 0, y = 0, z = 0}
+ self.path.stuck = false
+ self.path.following = false -- currently following path?
+ self.path.stuck_timer = 0 -- if stuck for too long search for path
+
+ -- mob defaults
+ self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
+ self.old_y = self.object:get_pos().y
+ self.old_health = self.health
+ self.sounds.distance = self.sounds.distance or 10
+ self.textures = textures
+ self.mesh = mesh
+ self.collisionbox = colbox
+ self.selectionbox = selbox
+ self.visual_size = vis_size
+ self.standing_in = "air"
+
+ -- check existing nametag
+ if not self.nametag then
+ self.nametag = def.nametag
+ end
+
+ -- set anything changed above
+ self.object:set_properties(self)
+ set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
+ update_tag(self)
+ set_animation(self, "stand")
+
+ -- run on_spawn function if found
+ if self.on_spawn and not self.on_spawn_run then
+ if self.on_spawn(self) then
+ self.on_spawn_run = true -- if true, set flag to run once only
+ end
+ end
+
+ -- run after_activate
+ if def.after_activate then
+ def.after_activate(self, staticdata, def, dtime)
+ end
+
+ if use_cmi then
+ self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
+ cmi.notify_activate(self.object, dtime)
+ end
+end
+
+
+-- main mob function
+local mob_step = function(self, dtime)
+
+ if use_cmi then
+ cmi.notify_step(self.object, dtime)
+ end
+
+ local pos = self.object:get_pos()
+ local yaw = 0
+
+ -- when lifetimer expires remove mob (except npc and tamed)
+ if self.type ~= "npc"
+ and not self.tamed
+ and self.state ~= "attack"
+ and remove_far ~= true
+ and self.lifetimer < 20000 then
+
+ self.lifetimer = self.lifetimer - dtime
+
+ if self.lifetimer <= 0 then
+
+ -- only despawn away from player
+ local objs = minetest.get_objects_inside_radius(pos, 15)
+
+ for n = 1, #objs do
+
+ if objs[n]:is_player() then
+
+ self.lifetimer = 20
+
+ return
+ end
+ end
+
+-- minetest.log("action",
+-- S("lifetimer expired, removed @1", self.name))
+
+ effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
+
+ self.object:remove()
+
+ return
+ end
+ end
+
+ -- get node at foot level every quarter second
+ self.node_timer = (self.node_timer or 0) + dtime
+
+ if self.node_timer > 0.25 then
+
+ self.node_timer = 0
+
+ local y_level = self.collisionbox[2]
+
+ if self.child then
+ y_level = self.collisionbox[2] * 0.5
+ end
+
+ -- what is mob standing in?
+ self.standing_in = node_ok({
+ x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name
+-- print ("standing in " .. self.standing_in)
+ end
+
+ -- check if falling, flying, floating
+ falling(self, pos)
+
+ -- smooth rotation by ThomasMonroe314
+
+ if self.delay and self.delay > 0 then
+
+ local yaw = self.object:get_yaw()
+
+ if self.delay == 1 then
+ yaw = self.target_yaw
+ else
+ local dif = abs(yaw - self.target_yaw)
+
+ if yaw > self.target_yaw then
+
+ if dif > pi then
+ dif = 2 * pi - dif -- need to add
+ yaw = yaw + dif / self.delay
+ else
+ yaw = yaw - dif / self.delay -- need to subtract
+ end
+
+ elseif yaw < self.target_yaw then
+
+ if dif > pi then
+ dif = 2 * pi - dif
+ yaw = yaw - dif / self.delay -- need to subtract
+ else
+ yaw = yaw + dif / self.delay -- need to add
+ end
+ end
+
+ if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
+ if yaw < 0 then yaw = yaw + (pi * 2) end
+ end
+
+ self.delay = self.delay - 1
+ self.object:set_yaw(yaw)
+ end
+
+ -- end rotation
+
+ -- knockback timer
+ if self.pause_timer > 0 then
+
+ self.pause_timer = self.pause_timer - dtime
+
+ return
+ end
+
+ -- run custom function (defined in mob lua file)
+ if self.do_custom then
+
+ -- when false skip going any further
+ if self.do_custom(self, dtime) == false then
+ return
+ end
+ end
+
+ -- attack timer
+ self.timer = self.timer + dtime
+
+ if self.state ~= "attack" then
+
+ if self.timer < 1 then
+ return
+ end
+
+ self.timer = 0
+ end
+
+ -- never go over 100
+ if self.timer > 100 then
+ self.timer = 1
+ end
+
+ -- mob plays random sound at times
+ if random(1, 100) == 1 then
+ mob_sound(self, self.sounds.random)
+ end
+
+ -- environmental damage timer (every 1 second)
+ self.env_damage_timer = self.env_damage_timer + dtime
+
+ if (self.state == "attack" and self.env_damage_timer > 1)
+ or self.state ~= "attack" then
+
+ self.env_damage_timer = 0
+
+ -- check for environmental damage (water, fire, lava etc.)
+ do_env_damage(self)
+
+ -- node replace check (cow eats grass etc.)
+ replace(self, pos)
+ end
+
+ monster_attack(self)
+
+ npc_attack(self)
+
+ breed(self)
+
+ follow_flop(self)
+
+ do_states(self, dtime)
+
+ do_jump(self)
+
+ runaway_from(self)
+
+end
+
+
+-- default function when mobs are blown up with TNT
+local do_tnt = function(obj, damage)
+
+ --print ("----- Damage", damage)
+
+ obj.object:punch(obj.object, 1.0, {
+ full_punch_interval = 1.0,
+ damage_groups = {fleshy = damage},
+ }, nil)
+
+ return false, true, {}
+end
+
+
+mobs.spawning_mobs = {}
+
+-- register mob entity
+function mobs:register_mob(name, def)
+
+ mobs.spawning_mobs[name] = true
+
+minetest.register_entity(name, {
+
+ stepheight = def.stepheight or 1.1, -- was 0.6
+ name = name,
+ type = def.type,
+ attack_type = def.attack_type,
+ fly = def.fly,
+ fly_in = def.fly_in or "air",
+ owner = def.owner or "",
+ order = def.order or "",
+ on_die = def.on_die,
+ do_custom = def.do_custom,
+ jump_height = def.jump_height or 4, -- was 6
+ drawtype = def.drawtype, -- DEPRECATED, use rotate instead
+ rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
+ lifetimer = def.lifetimer or 180, -- 3 minutes
+ hp_min = max(1, (def.hp_min or 5) * difficulty),
+ hp_max = max(1, (def.hp_max or 10) * difficulty),
+ physical = true,
+ collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
+ selectionbox = def.selectionbox or def.collisionbox,
+ visual = def.visual,
+ visual_size = def.visual_size or {x = 1, y = 1},
+ mesh = def.mesh,
+ makes_footstep_sound = def.makes_footstep_sound or false,
+ view_range = def.view_range or 5,
+ walk_velocity = def.walk_velocity or 1,
+ run_velocity = def.run_velocity or 2,
+ damage = max(0, (def.damage or 0) * difficulty),
+ light_damage = def.light_damage or 0,
+ water_damage = def.water_damage or 0,
+ lava_damage = def.lava_damage or 0,
+ suffocation = def.suffocation or 2,
+ fall_damage = def.fall_damage or 1,
+ fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
+ drops = def.drops or {},
+ armor = def.armor or 100,
+ on_rightclick = def.on_rightclick,
+ arrow = def.arrow,
+ shoot_interval = def.shoot_interval,
+ sounds = def.sounds or {},
+ animation = def.animation,
+ follow = def.follow,
+ jump = def.jump ~= false,
+ walk_chance = def.walk_chance or 50,
+ attacks_monsters = def.attacks_monsters or false,
+ group_attack = def.group_attack or false,
+ passive = def.passive or false,
+ knock_back = def.knock_back ~= false,
+ blood_amount = def.blood_amount or 5,
+ blood_texture = def.blood_texture or "mobs_blood.png",
+ shoot_offset = def.shoot_offset or 0,
+ floats = def.floats or 1, -- floats in water by default
+ replace_rate = def.replace_rate,
+ replace_what = def.replace_what,
+ replace_with = def.replace_with,
+ replace_offset = def.replace_offset or 0,
+ on_replace = def.on_replace,
+ timer = 0,
+ env_damage_timer = 0, -- only used when state = "attack"
+ tamed = false,
+ pause_timer = 0,
+ horny = false,
+ hornytimer = 0,
+ child = false,
+ gotten = false,
+ health = 0,
+ reach = def.reach or 3,
+ htimer = 0,
+ texture_list = def.textures,
+ child_texture = def.child_texture,
+ docile_by_day = def.docile_by_day or false,
+ time_of_day = 0.5,
+ fear_height = def.fear_height or 0,
+ runaway = def.runaway,
+ runaway_timer = 0,
+ pathfinding = def.pathfinding,
+ immune_to = def.immune_to or {},
+ explosion_radius = def.explosion_radius,
+ explosion_damage_radius = def.explosion_damage_radius,
+ explosion_timer = def.explosion_timer or 3,
+ allow_fuse_reset = def.allow_fuse_reset ~= false,
+ stop_to_explode = def.stop_to_explode ~= false,
+ custom_attack = def.custom_attack,
+ double_melee_attack = def.double_melee_attack,
+ dogshoot_switch = def.dogshoot_switch,
+ dogshoot_count = 0,
+ dogshoot_count_max = def.dogshoot_count_max or 5,
+ dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
+ attack_animals = def.attack_animals or false,
+ specific_attack = def.specific_attack,
+ runaway_from = def.runaway_from,
+ owner_loyal = def.owner_loyal,
+ facing_fence = false,
+ _cmi_is_mob = true,
+
+ on_spawn = def.on_spawn,
+
+ on_blast = def.on_blast or do_tnt,
+
+ on_step = mob_step,
+
+ do_punch = def.do_punch,
+
+ on_punch = mob_punch,
+
+ on_breed = def.on_breed,
+
+ on_grown = def.on_grown,
+
+ on_activate = function(self, staticdata, dtime)
+ return mob_activate(self, staticdata, def, dtime)
+ end,
+
+ get_staticdata = function(self)
+ return mob_staticdata(self)
+ end,
+
+})
+
+end -- END mobs:register_mob function
+
+
+-- count how many mobs of one type are inside an area
+local count_mobs = function(pos, type)
+
+ local num_type = 0
+ local num_total = 0
+ local objs = minetest.get_objects_inside_radius(pos, aoc_range)
+
+ for n = 1, #objs do
+
+ if not objs[n]:is_player() then
+
+ local obj = objs[n]:get_luaentity()
+
+ -- count mob type and add to total also
+ if obj and obj.name and obj.name == type then
+
+ num_type = num_type + 1
+ num_total = num_total + 1
+
+ -- add to total mobs
+ elseif obj and obj.name and obj.health ~= nil then
+
+ num_total = num_total + 1
+ end
+ end
+ end
+
+ return num_type, num_total
+end
+
+
+-- global functions
+
+function mobs:spawn_abm_check(pos, node, name)
+ -- global function to add additional spawn checks
+ -- return true to stop spawning mob
+end
+
+
+local function player_near(pos, radius)
+
+ local objs = minetest.get_objects_inside_radius(pos, radius)
+
+ for n = 1, #objs do
+
+ if objs[n]:is_player() then
+ return true
+ end
+ end
+
+ return false
+end
+
+
+local function daycheck(day_toggle)
+
+ if day_toggle ~= nil then
+
+ local tod = (minetest.get_timeofday() or 0) * 24000
+
+ if tod > 4500 and tod < 19500 then
+
+ if day_toggle == false then
+ return false -- mob requires night
+ end
+ else
+ if day_toggle == true then
+ return false -- mob requires day
+ end
+ end
+ end
+
+ return true -- mob doesn't care
+end
+
+
+local function is_protected(pos)
+
+ if not spawn_protected
+ and minetest.is_protected(pos, "") then
+ return true -- protected area
+ end
+
+ return false -- mobs can spawn
+end
+
+
+local interval = 30
+local timer = 0
+local spawning_mobs = {}
+
+minetest.register_globalstep(function(dtime)
+
+ if not mobs_spawn then
+ return
+ end
+
+ timer = timer + dtime
+ if timer < interval then
+ return
+ end
+ timer = 0
+
+ for _,player in ipairs(minetest.get_connected_players()) do
+
+ if player:get_hp() > 0 then
+
+ local pos = player:getpos()
+ local area, pos2, light, obj, base
+
+ for _,mob in ipairs(spawning_mobs) do
+
+ area = nil
+
+ if minetest.registered_entities[mob.name]
+ and random(1, mob.chance) == 1 then
+
+ area = minetest.find_nodes_in_area_under_air(
+ {x = pos.x - 20, y = pos.y - 20, z = pos.z - 20},
+ {x = pos.x + 20, y = pos.y + 20, z = pos.z + 20},
+ mob.nodes)
+ end
+
+ if area and #area > 0 then
+
+ pos2 = area[math.random(1, #area)]
+ base = minetest.registered_entities[mob.name].collisionbox[5]
+ pos2.y = pos2.y + 1 + base
+
+ light = minetest.get_node_light(pos2) or -1
+
+ if pos2.y >= mob.min_height
+ and pos2.y <= mob.max_height
+ and light >= mob.min_light
+ and light <= mob.max_light
+ and daycheck(mob.day_toggle)
+ and minetest.find_node_near(pos2, 1, mob.neighbors)
+ and count_mobs(pos2, mob.name) < mob.total
+ and not player_near(pos2, 10)
+ and not is_protected(pos2) then
+
+print ("--- Spawned ", mob.name, minetest.pos_to_string(pos2), mob.chance)
+
+ obj = minetest.add_entity(pos2, mob.name)
+
+ if mob.on_spawn then
+ mob.on_spawn(obj:get_luaentity(), pos2)
+ end
+ else
+print ("--- Cannot spawn ", mob.name)
+ end
+ end
+ end
+ end
+ end
+end)
+
+
+function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
+ interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
+
+ -- chance/spawn number override in minetest.conf for registered mob
+ local numbers = minetest.settings:get(name)
+
+ if numbers then
+ numbers = numbers:split(",")
+ chance = tonumber(numbers[1]) or chance
+ aoc = tonumber(numbers[2]) or aoc
+
+ if chance == 0 then
+ minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
+ return
+ end
+
+ minetest.log("action",
+ string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
+ end
+
+ -- change old chance values to be more useable by new spawn routine
+ if chance > 999 then
+ chance = max(1, chance / 1000)
+ end
+
+ -- adjust for mob chance multiplier
+ chance = max(1, chance * mob_chance_multiplier)
+
+ -- add mob to table for spawning with routine above
+ table.insert(spawning_mobs, {
+ name = name,
+ nodes = nodes,
+ neighbors = neighbors,
+ chance = chance,
+ min_height = min_height,
+ max_height = max_height,
+ min_light = min_light,
+ max_light = max_light,
+ total = aoc,
+ day_toggle = day_toggle,
+ on_spawn = on_spawn,
+ })
+end
+
+
+-- compatibility with older mob registration
+function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
+
+ mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
+ chance, active_object_count, -31000, max_height, day_toggle)
+end
+
+
+-- MarkBu's spawn function
+function mobs:spawn(def)
+
+ mobs:spawn_specific(
+ def.name,
+ def.nodes or {"group:soil", "group:stone"},
+ def.neighbors or {"air"},
+ def.min_light or 0,
+ def.max_light or 15,
+ def.interval or 30,
+ def.chance or 5000,
+ def.active_object_count or 1,
+ def.min_height or -31000,
+ def.max_height or 31000,
+ def.day_toggle,
+ def.on_spawn
+ )
+end
+
+
+-- register arrow for shoot attack
+function mobs:register_arrow(name, def)
+
+ if not name or not def then return end -- errorcheck
+
+ minetest.register_entity(name, {
+
+ physical = false,
+ visual = def.visual,
+ visual_size = def.visual_size,
+ textures = def.textures,
+ velocity = def.velocity,
+ hit_player = def.hit_player,
+ hit_node = def.hit_node,
+ hit_mob = def.hit_mob,
+ drop = def.drop or false, -- drops arrow as registered item when true
+ collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
+ timer = 0,
+ switch = 0,
+ owner_id = def.owner_id,
+ rotate = def.rotate,
+ automatic_face_movement_dir = def.rotate
+ and (def.rotate - (pi / 180)) or false,
+
+ on_activate = def.on_activate,
+
+ on_step = def.on_step or function(self, dtime)
+
+ self.timer = self.timer + 1
+
+ local pos = self.object:get_pos()
+
+ if self.switch == 0
+ or self.timer > 150
+ or not within_limits(pos, 0) then
+
+ self.object:remove() ; -- print ("removed arrow")
+
+ return
+ end
+
+ -- does arrow have a tail (fireball)
+ if def.tail
+ and def.tail == 1
+ and def.tail_texture then
+
+ minetest.add_particle({
+ pos = pos,
+ velocity = {x = 0, y = 0, z = 0},
+ acceleration = {x = 0, y = 0, z = 0},
+ expirationtime = def.expire or 0.25,
+ collisiondetection = false,
+ texture = def.tail_texture,
+ size = def.tail_size or 5,
+ glow = def.glow or 0,
+ })
+ end
+
+ if self.hit_node then
+
+ local node = node_ok(pos).name
+
+ if minetest.registered_nodes[node].walkable then
+
+ self.hit_node(self, pos, node)
+
+ if self.drop == true then
+
+ pos.y = pos.y + 1
+
+ self.lastpos = (self.lastpos or pos)
+
+ minetest.add_item(self.lastpos, self.object:get_luaentity().name)
+ end
+
+ self.object:remove() ; -- print ("hit node")
+
+ return
+ end
+ end
+
+ if self.hit_player or self.hit_mob then
+
+ for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
+
+ if self.hit_player
+ and player:is_player() then
+
+ self.hit_player(self, player)
+ self.object:remove() ; -- print ("hit player")
+ return
+ end
+
+ local entity = player:get_luaentity()
+
+ if entity
+ and self.hit_mob
+ and entity._cmi_is_mob == true
+ and tostring(player) ~= self.owner_id
+ and entity.name ~= self.object:get_luaentity().name then
+
+ self.hit_mob(self, player)
+
+ self.object:remove() ; --print ("hit mob")
+
+ return
+ end
+ end
+ end
+
+ self.lastpos = pos
+ end
+ })
+end
+
+
+-- compatibility function
+function mobs:explosion(pos, radius)
+ local self = {sounds = {}}
+ self.sounds.explode = "tnt_explode"
+ mobs:boom(self, pos, radius)
+end
+
+
+-- no damage to nodes explosion
+function mobs:safe_boom(self, pos, radius)
+
+ minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
+ pos = pos,
+ gain = 1.0,
+ max_hear_distance = self.sounds and self.sounds.distance or 32
+ })
+
+ entity_physics(pos, radius)
+ effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
+end
+
+
+-- make explosion with protection and tnt mod check
+function mobs:boom(self, pos, radius)
+
+ if mobs_griefing
+ and minetest.get_modpath("tnt") and tnt and tnt.boom
+ and not minetest.is_protected(pos, "") then
+
+ tnt.boom(pos, {
+ radius = radius,
+ damage_radius = radius,
+ sound = self.sounds and self.sounds.explode,
+ explode_center = true,
+ })
+ else
+ mobs:safe_boom(self, pos, radius)
+ end
+end
+
+
+-- Register spawn eggs
+
+-- Note: This also introduces the “spawn_egg” group:
+-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
+-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
+function mobs:register_egg(mob, desc, background, addegg, no_creative)
+
+ local grp = {spawn_egg = 1}
+
+ -- do NOT add this egg to creative inventory (e.g. dungeon master)
+ if creative and no_creative == true then
+ grp.not_in_creative_inventory = 1
+ end
+
+ local invimg = background
+
+ if addegg == 1 then
+ invimg = "mobs_chicken_egg.png^(" .. invimg ..
+ "^[mask:mobs_chicken_egg_overlay.png)"
+ end
+
+ -- register new spawn egg containing mob information
+ minetest.register_craftitem(mob .. "_set", {
+
+ description = S("@1 (Tamed)", desc),
+ inventory_image = invimg,
+ groups = {spawn_egg = 2, not_in_creative_inventory = 1},
+ stack_max = 1,
+
+ on_place = function(itemstack, placer, pointed_thing)
+
+ local pos = pointed_thing.above
+
+ -- am I clicking on something with existing on_rightclick function?
+ local under = minetest.get_node(pointed_thing.under)
+ local def = minetest.registered_nodes[under.name]
+ if def and def.on_rightclick then
+ return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
+ end
+
+ if pos
+ and within_limits(pos, 0)
+ and not minetest.is_protected(pos, placer:get_player_name()) then
+
+ if not minetest.registered_entities[mob] then
+ return
+ end
+
+ pos.y = pos.y + 1
+
+ local data = itemstack:get_metadata()
+ local mob = minetest.add_entity(pos, mob, data)
+ local ent = mob:get_luaentity()
+
+ -- set owner if not a monster
+ if ent.type ~= "monster" then
+ ent.owner = placer:get_player_name()
+ ent.tamed = true
+ end
+
+ -- since mob is unique we remove egg once spawned
+ itemstack:take_item()
+ end
+
+ return itemstack
+ end,
+ })
+
+
+ -- register old stackable mob egg
+ minetest.register_craftitem(mob, {
+
+ description = desc,
+ inventory_image = invimg,
+ groups = grp,
+
+ on_place = function(itemstack, placer, pointed_thing)
+
+ local pos = pointed_thing.above
+
+ -- am I clicking on something with existing on_rightclick function?
+ local under = minetest.get_node(pointed_thing.under)
+ local def = minetest.registered_nodes[under.name]
+ if def and def.on_rightclick then
+ return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
+ end
+
+ if pos
+ and within_limits(pos, 0)
+ and not minetest.is_protected(pos, placer:get_player_name()) then
+
+ if not minetest.registered_entities[mob] then
+ return
+ end
+
+ pos.y = pos.y + 1
+
+ local mob = minetest.add_entity(pos, mob)
+ local ent = mob:get_luaentity()
+
+ -- don't set owner if monster or sneak pressed
+ if ent.type ~= "monster"
+ and not placer:get_player_control().sneak then
+ ent.owner = placer:get_player_name()
+ ent.tamed = true
+ end
+
+ -- if not in creative then take item
+ if not mobs.is_creative(placer:get_player_name()) then
+ itemstack:take_item()
+ end
+ end
+
+ return itemstack
+ end,
+ })
+
+end
+
+
+-- capture critter (thanks to blert2112 for idea)
+function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
+
+ if self.child
+ or not clicker:is_player()
+ or not clicker:get_inventory() then
+ return false
+ end
+
+ -- get name of clicked mob
+ local mobname = self.name
+
+ -- if not nil change what will be added to inventory
+ if replacewith then
+ mobname = replacewith
+ end
+
+ local name = clicker:get_player_name()
+ local tool = clicker:get_wielded_item()
+
+ -- are we using hand, net or lasso to pick up mob?
+ if tool:get_name() ~= ""
+ and tool:get_name() ~= "mobs:net"
+ and tool:get_name() ~= "mobs:lasso" then
+ return false
+ end
+
+ -- is mob tamed?
+ if self.tamed == false
+ and force_take == false then
+
+ minetest.chat_send_player(name, S("Not tamed!"))
+
+ return true -- false
+ end
+
+ -- cannot pick up if not owner
+ if self.owner ~= name
+ and force_take == false then
+
+ minetest.chat_send_player(name, S("@1 is owner!", self.owner))
+
+ return true -- false
+ end
+
+ if clicker:get_inventory():room_for_item("main", mobname) then
+
+ -- was mob clicked with hand, net, or lasso?
+ local chance = 0
+
+ if tool:get_name() == "" then
+ chance = chance_hand
+
+ elseif tool:get_name() == "mobs:net" then
+
+ chance = chance_net
+
+ tool:add_wear(4000) -- 17 uses
+
+ clicker:set_wielded_item(tool)
+
+ elseif tool:get_name() == "mobs:lasso" then
+
+ chance = chance_lasso
+
+ tool:add_wear(650) -- 100 uses
+
+ clicker:set_wielded_item(tool)
+
+ end
+
+ -- calculate chance.. add to inventory if successful?
+ if chance > 0 and random(1, 100) <= chance then
+
+ -- default mob egg
+ local new_stack = ItemStack(mobname)
+
+ -- add special mob egg with all mob information
+ -- unless 'replacewith' contains new item to use
+ if not replacewith then
+
+ new_stack = ItemStack(mobname .. "_set")
+
+ local tmp = {}
+
+ for _,stat in pairs(self) do
+ local t = type(stat)
+ if t ~= "function"
+ and t ~= "nil"
+ and t ~= "userdata" then
+ tmp[_] = self[_]
+ end
+ end
+
+ local data_str = minetest.serialize(tmp)
+
+ new_stack:set_metadata(data_str)
+ end
+
+ local inv = clicker:get_inventory()
+
+ if inv:room_for_item("main", new_stack) then
+ inv:add_item("main", new_stack)
+ else
+ minetest.add_item(clicker:get_pos(), new_stack)
+ end
+
+ self.object:remove()
+
+ mob_sound(self, "default_place_node_hard")
+
+ elseif chance ~= 0 then
+ minetest.chat_send_player(name, S("Missed!"))
+
+ mob_sound(self, "mobs_swing")
+ end
+ end
+
+ return true
+end
+
+
+-- protect tamed mob with rune item
+function mobs:protect(self, clicker)
+
+ local name = clicker:get_player_name()
+ local tool = clicker:get_wielded_item()
+
+ if tool:get_name() ~= "mobs:protector" then
+ return false
+ end
+
+ if self.tamed == false then
+ minetest.chat_send_player(name, S("Not tamed!"))
+ return true -- false
+ end
+
+ if self.protected == true then
+ minetest.chat_send_player(name, S("Already protected!"))
+ return true -- false
+ end
+
+ if not mobs.is_creative(clicker:get_player_name()) then
+ tool:take_item() -- take 1 protection rune
+ clicker:set_wielded_item(tool)
+ end
+
+ self.protected = true
+
+ local pos = self.object:get_pos()
+ pos.y = pos.y + self.collisionbox[2] + 0.5
+
+ effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
+
+ mob_sound(self, "mobs_spell")
+
+ return true
+end
+
+
+local mob_obj = {}
+local mob_sta = {}
+
+-- feeding, taming and breeding (thanks blert2112)
+function mobs:feed_tame(self, clicker, feed_count, breed, tame)
+
+ if not self.follow then
+ return false
+ end
+
+ -- can eat/tame with item in hand
+ if follow_holding(self, clicker) then
+
+ -- if not in creative then take item
+ if not mobs.is_creative(clicker:get_player_name()) then
+
+ local item = clicker:get_wielded_item()
+
+ item:take_item()
+
+ clicker:set_wielded_item(item)
+ end
+
+ -- increase health
+ self.health = self.health + 4
+
+ if self.health >= self.hp_max then
+
+ self.health = self.hp_max
+
+ if self.htimer < 1 then
+
+ minetest.chat_send_player(clicker:get_player_name(),
+ S("@1 at full health (@2)",
+ self.name:split(":")[2], tostring(self.health)))
+
+ self.htimer = 5
+ end
+ end
+
+ self.object:set_hp(self.health)
+
+ update_tag(self)
+
+ -- make children grow quicker
+ if self.child == true then
+
+ self.hornytimer = self.hornytimer + 20
+
+ return true
+ end
+
+ -- feed and tame
+ self.food = (self.food or 0) + 1
+ if self.food >= feed_count then
+
+ self.food = 0
+
+ if breed and self.hornytimer == 0 then
+ self.horny = true
+ end
+
+ self.gotten = false
+
+ if tame then
+
+ if self.tamed == false then
+ minetest.chat_send_player(clicker:get_player_name(),
+ S("@1 has been tamed!",
+ self.name:split(":")[2]))
+ end
+
+ self.tamed = true
+
+ if not self.owner or self.owner == "" then
+ self.owner = clicker:get_player_name()
+ end
+ end
+
+ -- make sound when fed so many times
+ mob_sound(self, self.sounds.random)
+ end
+
+ return true
+ end
+
+ local item = clicker:get_wielded_item()
+
+ -- if mob has been tamed you can name it with a nametag
+ if item:get_name() == "mobs:nametag"
+ and clicker:get_player_name() == self.owner then
+
+ local name = clicker:get_player_name()
+
+ -- store mob and nametag stack in external variables
+ mob_obj[name] = self
+ mob_sta[name] = item
+
+ local tag = self.nametag or ""
+
+ minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
+ .. default.gui_bg
+ .. default.gui_bg_img
+ .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]"
+ .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]")
+ end
+
+ return false
+end
+
+
+-- inspired by blockmen's nametag mod
+minetest.register_on_player_receive_fields(function(player, formname, fields)
+
+ -- right-clicked with nametag and name entered?
+ if formname == "mobs_nametag"
+ and fields.name
+ and fields.name ~= "" then
+
+ local name = player:get_player_name()
+
+ if not mob_obj[name]
+ or not mob_obj[name].object then
+ return
+ end
+
+ -- make sure nametag is being used to name mob
+ local item = player:get_wielded_item()
+
+ if item:get_name() ~= "mobs:nametag" then
+ return
+ end
+
+ -- limit name entered to 64 characters long
+ if string.len(fields.name) > 64 then
+ fields.name = string.sub(fields.name, 1, 64)
+ end
+
+ -- update nametag
+ mob_obj[name].nametag = fields.name
+
+ update_tag(mob_obj[name])
+
+ -- if not in creative then take item
+ if not mobs.is_creative(name) then
+
+ mob_sta[name]:take_item()
+
+ player:set_wielded_item(mob_sta[name])
+ end
+
+ -- reset external variables
+ mob_obj[name] = nil
+ mob_sta[name] = nil
+ end
+end)
+
+
+-- compatibility function for old entities to new modpack entities
+function mobs:alias_mob(old_name, new_name)
+
+ -- spawn egg
+ minetest.register_alias(old_name, new_name)
+
+ -- entity
+ minetest.register_entity(":" .. old_name, {
+
+ physical = false,
+
+ on_step = function(self)
+
+ if minetest.registered_entities[new_name] then
+ minetest.add_entity(self.object:get_pos(), new_name)
+ end
+
+ self.object:remove()
+ end
+ })
+end