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authorTenPlus1 <kinsellaja@yahoo.com>2016-09-05 19:47:08 +0100
committerTenPlus1 <kinsellaja@yahoo.com>2016-09-05 19:47:08 +0100
commitb63317bc21469aa0867308cc4598b0e36ffaf032 (patch)
treef1b28dfabdc73b77e506ba4f5643b194ffb901a5
parent046204cf9a1544892070b1cf8991594f13ce0eaa (diff)
added specific_attack flag for special mob attacks
-rw-r--r--api.lua31
-rw-r--r--api.txt1
-rw-r--r--api_bak.lua3019
3 files changed, 28 insertions, 3023 deletions
diff --git a/api.lua b/api.lua
index 19c61e7..a1dfac5 100644
--- a/api.lua
+++ b/api.lua
@@ -975,6 +975,25 @@ function smart_mobs(self, s, p, dist, dtime)
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
+
+ -- is 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)
@@ -988,7 +1007,7 @@ local monster_attack = function(self)
local s = self.object:getpos()
local p, sp, dist
local player, obj, min_player
- local type = ""
+ local type, name = "", ""
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
@@ -1002,6 +1021,7 @@ local monster_attack = function(self)
else
player = objs[n]
type = "player"
+ name = "player"
end
else
obj = objs[n]:get_luaentity()
@@ -1009,12 +1029,14 @@ local monster_attack = function(self)
if obj then
player = obj.object
type = obj.type
+ name = obj.name or ""
end
end
- if type == "player"
- or type == "npc"
- or (type == "animal" and self.attack_animals == true) then
+ -- 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
s = self.object:getpos()
p = player:getpos()
@@ -2326,6 +2348,7 @@ minetest.register_entity(name, {
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
attack_animals = def.attack_animals or false,
+ specific_attack = def.specific_attack,
on_blast = def.on_blast or do_tnt,
diff --git a/api.txt b/api.txt
index a53507e..1b54e29 100644
--- a/api.txt
+++ b/api.txt
@@ -25,6 +25,7 @@ This functions registers a new mob as a Minetest entity.
'attacks_monsters' usually for npc's to attack monsters in area
'group_attack' true to defend same kind of mobs from attack in area
'attack_animals' true for monster to attack animals as well as player and npc's
+ 'attack_specific' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
'hp_min' minimum health
'hp_max' maximum health (mob health is randomly selected between both)
'physical' same is in minetest.register_entity()
diff --git a/api_bak.lua b/api_bak.lua
deleted file mode 100644
index 6a73f60..0000000
--- a/api_bak.lua
+++ /dev/null
@@ -1,3019 +0,0 @@
-
--- Mobs Api (5th September 2016)
-
-mobs = {}
-mobs.mod = "redo"
-
--- Intllib
-local S
-if minetest.get_modpath("intllib") then
- S = intllib.Getter()
-else
- S = function(s, a, ...)
- if a == nil then
- return s
- end
- a = {a, ...}
- return s:gsub("(@?)@(%(?)(%d+)(%)?)",
- function(e, o, n, c)
- if e == "" then
- return a[tonumber(n)] .. (o == "" and c or "")
- else
- return "@" .. o .. n .. c
- end
- end)
- end
-end
-mobs.intllib = S
-
--- Invisibility mod check
-local invis = {}
-if rawget(_G, "invisibility") then
- invis = invisibility
-end
-
--- Load settings
-local damage_enabled = minetest.setting_getbool("enable_damage")
-local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
-local disable_blood = minetest.setting_getbool("mobs_disable_blood")
-local creative = minetest.setting_getbool("creative_mode")
-local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
-local remove_far = minetest.setting_getbool("remove_far_mobs")
-
--- 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
-
--- localize 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 x ~= x then
- --error("atan bassed NaN")
- --print ("atan based NaN")
- return 0
- else
- return atann(x)
- end
-end
-
-do_attack = function(self, player)
-
- if self.state ~= "attack" then
-
- if random(0,100) < 90
- and self.sounds.war_cry then
-
- minetest.sound_play(self.sounds.war_cry, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- end
-
- self.state = "attack"
- self.attack = player
- end
-end
-
-set_velocity = function(self, v)
-
- local yaw = self.object:getyaw() + self.rotate or 0
-
- self.object:setvelocity({
- x = sin(yaw) * -v,
- y = self.object:getvelocity().y,
- z = cos(yaw) * v
- })
-end
-
-get_velocity = function(self)
-
- local v = self.object:getvelocity()
-
- return (v.x * v.x + v.z * v.z) ^ 0.5
-end
-
-set_animation = function(self, type)
-
- if not self.animation then
- return
- end
-
- self.animation.current = self.animation.current or ""
-
- self.animation.speed_normal = self.animation.speed_normal or 15
-
- if type == "stand"
- and self.animation.current ~= "stand" then
-
- if self.animation.stand_start
- and self.animation.stand_end then
-
- self.object:set_animation({
- x = self.animation.stand_start,
- y = self.animation.stand_end},
- (self.animation.speed_stand or self.animation.speed_normal), 0)
-
- self.animation.current = "stand"
- end
-
- elseif type == "walk"
- and self.animation.current ~= "walk" then
-
- if self.animation.walk_start
- and self.animation.walk_end then
-
- self.object:set_animation({
- x = self.animation.walk_start,
- y = self.animation.walk_end},
- (self.animation.speed_walk or self.animation.speed_normal), 0)
-
- self.animation.current = "walk"
- end
-
- elseif type == "run"
- and self.animation.current ~= "run" then
-
- if self.animation.run_start
- and self.animation.run_end then
-
- self.object:set_animation({
- x = self.animation.run_start,
- y = self.animation.run_end},
- (self.animation.speed_run or self.animation.speed_normal), 0)
-
- self.animation.current = "run"
- end
-
- elseif type == "punch"
- and self.animation.current ~= "punch" then
-
- if self.animation.punch_start
- and self.animation.punch_end then
-
- self.object:set_animation({
- x = self.animation.punch_start,
- y = self.animation.punch_end},
- (self.animation.speed_punch or self.animation.speed_normal), 0)
-
- self.animation.current = "punch"
- end
- elseif type == "punch2"
- and self.animation.current ~= "punch2" then
-
- if self.animation.punch2_start
- and self.animation.punch2_end then
-
- self.object:set_animation({
- x = self.animation.punch2_start,
- y = self.animation.punch2_end},
- (self.animation.speed_punch2 or self.animation.speed_normal), 0)
-
- self.animation.current = "punch2"
- end
- elseif type == "shoot"
- and self.animation.current ~= "shoot" then
-
- if self.animation.shoot_start
- and self.animation.shoot_end then
-
- self.object:set_animation({
- x = self.animation.shoot_start,
- y = self.animation.shoot_end},
- (self.animation.speed_shoot or self.animation.speed_normal), 0)
-
- self.animation.current = "shoot"
- end
- end
-end
-
--- check line of sight for walkers and swimmers alike
-function line_of_sight_water(self, pos1, pos2, stepsize)
-
- local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize)
-
- -- normal walking and flying mobs can see you through air
- if s == true then
- return true
- end
-
- -- swimming mobs can see you through water
- if s == false
- and self.fly
- and self.fly_in == "default:water_source" then
-
- local nod = minetest.get_node(pos_w).name
-
- if nod == "default:water_source"
- or nod == "default:water_flowing" then
-
- return true
- end
-
- -- just incase we have a special node for flying/swimming mobs
- elseif s == false
- and self.fly
- and self.fly_in then
-
- local nod = minetest.get_node(pos_w).name
-
- if nod == self.fly_in then
- return true
- end
- end
-
- return false
-
-end
-
--- particle effects
-function effect(pos, amount, texture, max_size, radius)
-
- radius = radius or 2
-
- 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 = -radius, y = -radius, z = -radius},
- maxacc = {x = radius, y = radius, z = radius},
- minexptime = 0.1,
- maxexptime = 1,
- minsize = 0.5,
- maxsize = (max_size or 1),
- texture = texture,
- })
-end
-
--- update nametag colour
-function update_tag(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
-
--- check if mob is dead or only hurt
-function check_for_death(self)
-
- -- has health actually changed?
- if self.health == self.old_health then
- return
- end
-
- self.old_health = self.health
-
- -- still got some health? play hurt sound
- if self.health > 0 then
-
- if self.sounds.damage then
-
- minetest.sound_play(self.sounds.damage, {
- object = self.object,
- gain = 1.0,
- max_hear_distance = self.sounds.distance
- })
- end
-
- -- 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
-
- self.htimer = 2
-
- self.nametag = "health: " .. self.health .. " of " .. self.hp_max
-
- update_tag(self)
-
- return false
- end
-
- -- drop items when dead
- local obj
- local pos = self.object:getpos()
-
- for n = 1, #self.drops do
-
- if random(1, self.drops[n].chance) == 1 then
-
- obj = minetest.add_item(pos,
- ItemStack(self.drops[n].name .. " "
- .. random(self.drops[n].min, self.drops[n].max)))
-
- if obj then
-
- obj:setvelocity({
- x = random(-10, 10) / 9,
- y = 5,
- z = random(-10, 10) / 9,
- })
- end
- end
- end
-
- -- play death sound
- if self.sounds.death then
-
- minetest.sound_play(self.sounds.death, {
- object = self.object,
- gain = 1.0,
- max_hear_distance = self.sounds.distance
- })
- end
-
- -- execute custom death function
- if self.on_die then
-
- self.on_die(self, pos)
-
- return true
- end
-
- -- default death function
- self.object:remove()
-
- effect(pos, 20, "tnt_smoke.png")
-
- return true
-end
-
--- check if within physical map limits (-30911 to 30927)
-function within_limits(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 function is_at_cliff(self)
-
- if self.fear_height == 0 then -- 0 for no falling protection!
- return false
- end
-
- local yaw = self.object:getyaw()
- local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
- local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
- local pos = self.object:getpos()
- 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 function node_ok(pos, fallback)
-
- fallback = fallback or "default:dirt"
-
- local node = minetest.get_node_or_nil(pos)
-
- if not node then
- return minetest.registered_nodes[fallback]
- end
-
- if minetest.registered_nodes[node.name] then
- return node
- end
-
- return minetest.registered_nodes[fallback]
-end
-
--- environmental damage (water, lava, fire, light)
-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:getpos()
-
- 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
-
- -- daylight above ground
- 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")
- end
-
- -- what is mob standing in?
- pos.y = pos.y + self.collisionbox[2] + 0.1 -- foot level
- self.standing_in = node_ok(pos, "air").name
- --print ("standing in " .. self.standing_in)
-
- if self.water_damage ~= 0
- or self.lava_damage ~= 0 then
-
- local nodef = minetest.registered_nodes[self.standing_in]
-
- pos.y = pos.y + 1
-
- -- water
- if self.water_damage ~= 0
- and nodef.groups.water then
-
- self.health = self.health - self.water_damage
-
- effect(pos, 5, "bubble.png")
- end
-
- -- lava or fire
- if self.lava_damage ~= 0
- and (nodef.groups.lava
- or self.standing_in == "fire:basic_flame"
- or self.standing_in == "fire:permanent_flame") then
-
- self.health = self.health - self.lava_damage
-
- effect(pos, 5, "fire_basic_flame.png")
- end
- end
-
- check_for_death(self)
-end
-
--- jump if facing a solid node (not fences or gates)
-do_jump = function(self)
-
- if self.fly
- or self.child then
- return
- end
-
- local pos = self.object:getpos()
-
- -- 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
- end
-
- -- where is front
- local yaw = self.object:getyaw()
- 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 == "default:snow" then
- return
- end
-
---print ("in front:", nod.name, pos.y + 0.5)
-
- if (minetest.registered_items[nod.name].walkable
- and not nod.name:find("fence")
- and not nod.name:find("gate"))
- or self.walk_chance == 0 then
-
- local v = self.object:getvelocity()
-
- v.y = self.jump_height + 1
-
- self.object:setvelocity(v)
-
- if self.sounds.jump then
-
- minetest.sound_play(self.sounds.jump, {
- object = self.object,
- gain = 1.0,
- max_hear_distance = self.sounds.distance
- })
- end
- else
- if self.state ~= "attack" then
- self.state = "stand"
- set_animation(self, "stand")
- end
- end
-end
-
--- this is a faster way to 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
-
--- blast damage to entities nearby (modified from TNT mod)
-function entity_physics(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]:getpos()
-
- 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()
-
- if objs[n]:is_player() then
- objs[n]:set_hp(objs[n]:get_hp() - damage)
-
- else --if ent.health then
-
- objs[n]:punch(objs[n], 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage},
- }, nil)
-
- end
- end
-end
-
--- should mob follow what I'm holding ?
-function follow_holding(self, clicker)
-
- if 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 function breed(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,
- })
-
- -- jump when fully grown so not to fall into ground
- self.object:setvelocity({
- x = 0,
- y = self.jump_height,
- z = 0
- })
- 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 close enough
- if self.horny == true
- and self.hornytimer <= 40 then
-
- local pos = self.object:getpos()
-
- effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png")
-
- 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()
-
- local mob = minetest.add_entity(pos, self.name)
- local ent2 = mob:get_luaentity()
- local textures = self.base_texture
-
- if self.child_texture then
- textures = self.child_texture[1]
- end
-
- 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,
- },
- })
- ent2.child = true
- ent2.tamed = true
- ent2.owner = self.owner
- end)
-
- num = 0
-
- break
- end
- end
- end
-end
-
--- find and replace what mob is looking for (grass, wheat etc.)
-function replace(self, pos)
-
- if self.replace_rate
- and self.child == false
- and random(1, self.replace_rate) == 1 then
-
- local pos = self.object:getpos()
-
- pos.y = pos.y + self.replace_offset
-
--- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
-
- if self.replace_what
- and self.replace_with
- and self.object:getvelocity().y == 0
- and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then
-
- minetest.set_node(pos, {name = self.replace_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
-function day_docile(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
-
--- path finding and smart mob routine by rnd
-function smart_mobs(self, s, p, dist, dtime)
-
- local s1 = self.path.lastpos
-
- -- is it becoming stuck?
- if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 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}
-
- -- im stuck, search for path
- if (self.path.stuck_timer > stuck_timeout and not self.path.following)
- or (self.path.stuck_timer > stuck_path_timeout
- and self.path.following) then
-
- self.path.stuck_timer = 0
-
- -- 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:getpos()
-
- p1.x = floor(p1.x + 0.5)
- p1.y = floor(p1.y + 0.5)
- p1.z = floor(p1.z + 0.5)
-
- self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch")
-
- -- attempt to unstick mob that is "daydreaming"
- self.object:setpos({
- x = s.x + 0.1 * (random() * 2 - 1),
- y = s.y + 1,
- z = s.z + 0.1 * (random() * 2 - 1)
- })
-
- 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 then
-
- -- add block and remove one block above so
- -- there is room to jump if needed
- if s.y < p1.y then
-
- if not minetest.is_protected(s, "") then
- minetest.set_node(s, {name = "default:dirt"})
- 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
-
- if not minetest.is_protected(s, "") then
-
- local node1 = minetest.get_node(s).name
-
- if node1 ~= "air"
- and node1 ~= "ignore" 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:getyaw() + 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 = minetest.get_node(p1).name
-
- if node1 ~= "air"
- and node1 ~= "ignore" then
- minetest.add_item(p1, ItemStack(node1))
- minetest.set_node(p1, {name = "air"})
- end
-
- p1.y = p1.y + 1
- node1 = minetest.get_node(p1).name
-
- if node1 ~= "air"
- and node1 ~= "ignore" 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 :(
- if self.sounds.random then
-
- minetest.sound_play(self.sounds.random, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- end
-
- else
-
- -- yay i found path
- if self.sounds.attack then
-
- set_velocity(self, self.walk_velocity)
-
- minetest.sound_play(self.sounds.attack, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- end
-
- -- follow path now that it has it
- self.path.following = true
- end
- end
-end
-
--- monster find someone to attack
-local monster_attack = function(self)
-
- if self.type ~= "monster"
- or not damage_enabled
- or self.state == "attack"
- or day_docile(self) then
- return
- end
-
- local s = self.object:getpos()
- local p, sp, dist
- local player, type, obj, min_player
- 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 invis[ objs[n]:get_player_name() ] then
-
- type = ""
- else
- player = objs[n]
- type = "player"
- end
- else
- obj = objs[n]:get_luaentity()
-
- if obj then
- player = obj.object
- type = obj.type
- end
- end
-
- if type == "player"
- or type == "npc" then
-
- s = self.object:getpos()
- p = player:getpos()
- 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)
-
- if dist < self.view_range then
- -- field of view check goes here
-
- -- choose closest player to attack
- if line_of_sight_water(self, sp, p, 2) == true
- and dist < min_dist then
- min_dist = dist
- min_player = player
- end
- 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 s = self.object:getpos()
- local min_dist = self.view_range + 1
- local obj, min_player = nil, nil
- 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:getpos()
-
- dist = get_distance(p, s)
-
- if dist < min_dist then
- min_dist = dist
- min_player = obj.object
- end
- end
- end
-
- if min_player then
- do_attack(self, min_player)
- 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:getpos()
- local players = minetest.get_connected_players()
-
- for n = 1, #players do
-
- if get_distance(players[n]:getpos(), s) < self.view_range
- and not 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:getpos()
- local p
-
- if self.following:is_player() then
-
- p = self.following:getpos()
-
- elseif self.following.object then
-
- p = self.following.object:getpos()
- end
-
- if p then
-
- local dist = 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,
- y = p.y - s.y,
- 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
-
- self.object:setyaw(yaw)
-
- -- anyone but standing npc's can move along
- if dist > self.reach
- and self.order ~= "stand" then
-
- if (self.jump
- and get_velocity(self) <= 0.5
- and self.object:getvelocity().y == 0)
- or (self.object:getvelocity().y == 0
- and self.jump_chance > 0) then
-
- do_jump(self)
- end
-
- 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
-
- -- water swimmers flop when on land
- if self.fly
- and self.fly_in == "default:water_source"
- and self.standing_in ~= self.fly_in then
-
- self.state = "flop"
- self.object:setvelocity({x = 0, y = -5, z = 0})
-
- set_animation(self, "stand")
-
- return
- 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_count > self.dogshoot_count_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 = 0
-
- if self.state == "stand" then
-
- if random(1, 4) == 1 then
-
- local lp = nil
- local s = self.object:getpos()
-
- if self.type == "npc" then
-
- local objs = minetest.get_objects_inside_radius(s, 3)
-
- for n = 1, #objs do
-
- if objs[n]:is_player() then
- lp = objs[n]:getpos()
- break
- end
- end
- end
-
- -- look at any players nearby, otherwise turn randomly
- if lp then
-
- local vec = {
- x = lp.x - s.x,
- y = lp.y - s.y,
- 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 = (random(0, 360) - 180) / 180 * pi
- end
-
- self.object:setyaw(yaw)
- 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 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")
- end
- end
-
- elseif self.state == "walk" then
-
- local s = self.object:getpos()
- 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 something then avoid
- if lp then
-
- local vec = {
- x = lp.x - s.x,
- y = lp.y - s.y,
- z = lp.z - s.z
- }
-
- yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
-
- if lp.x > s.x then
- yaw = yaw + pi
- end
-
- self.object:setyaw(yaw)
-
- -- otherwise randomly turn
- elseif random(1, 100) <= 30 then
-
- local yaw = (random(0, 360) - 180) / 180 * pi
-
- self.object:setyaw(yaw)
- end
-
- -- stand for great fall in front
- local temp_is_cliff = is_at_cliff(self)
-
- -- jump when walking comes to a halt
- if temp_is_cliff == false
- and self.jump
- and get_velocity(self) <= 0.5
- and self.object:getvelocity().y == 0 then
-
- do_jump(self)
- end
-
- if 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)
- set_animation(self, "walk")
- end
-
- -- runaway when punched
- elseif self.state == "runaway" then
-
- self.runaway_timer = self.runaway_timer + 1
-
- -- stop after 3 seconds or when at cliff
- if self.runaway_timer > 3
- 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
-
- -- jump when walking comes to a halt
- if self.jump
- and get_velocity(self) <= 0.5
- and self.object:getvelocity().y == 0 then
-
- do_jump(self)
- end
-
- -- attack routines (explode, dogfight, shoot, dogshoot)
- elseif self.state == "attack" then
-
- -- calculate distance from mob and enemy
- local s = self.object:getpos()
- local p = self.attack:getpos() or s
- local dist = get_distance(p, s)
-
- -- stop attacking if player or out of range
- if dist > self.view_range
- or not self.attack
- or not self.attack:getpos()
- or self.attack:get_hp() <= 0
- or (self.attack:is_player() and 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
-
- return
- end
-
- if self.attack_type == "explode" then
-
- 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
-
- self.object:setyaw(yaw)
-
- if dist > self.reach then
-
- if not self.v_start then
-
- self.v_start = true
- set_velocity(self, self.run_velocity)
- self.timer = 0
- self.blinktimer = 0
- else
- self.timer = 0
- self.blinktimer = 0
-
- if get_velocity(self) <= 0.5
- and self.object:getvelocity().y == 0 then
-
- local v = self.object:getvelocity()
- v.y = 5
- self.object:setvelocity(v)
- end
-
- set_velocity(self, self.run_velocity)
- end
-
- set_animation(self, "run")
- else
- set_velocity(self, 0)
- set_animation(self, "punch")
-
- 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
-
- if self.timer > 3 then
-
- local pos = self.object:getpos()
- local radius = self.explosion_radius or 1
-
- -- hurt player/mobs caught in blast area
- entity_physics(pos, radius)
-
- -- 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
-
- if self.sounds.explode then
-
- minetest.sound_play(self.sounds.explode, {
- object = self.object,
- gain = 1.0,
- max_hear_distance = 16
- })
- end
-
- self.object:remove()
-
- effect(pos, 15, "tnt_smoke.png", 5)
-
- return
- end
-
- pos.y = pos.y - 1
-
- mobs:explosion(pos, radius, 0, 1, self.sounds.explode)
-
- self.object:remove()
-
- 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 nod = node_ok(s)
- 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 nod.name == self.fly_in 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,
- 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
-
- self.object:setyaw(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
-
- -- jump attack
- if (self.jump
- and get_velocity(self) <= 0.5
- and self.object:getvelocity().y == 0)
- or (self.object:getvelocity().y == 0
- and self.jump_chance > 0) then
-
- do_jump(self)
- 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
-
- set_animation(self, "run")
- 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 + 1.5
- s2.y = s2.y + 1.5
-
- if line_of_sight_water(self, p2, s2) == true then
-
- -- play attack sound
- if self.sounds.attack then
-
- minetest.sound_play(self.sounds.attack, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- end
-
- -- punch player
- 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
-
- self.object:setyaw(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
- if self.sounds.shoot_attack then
-
- minetest.sound_play(self.sounds.shoot_attack, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- end
-
- local p = self.object:getpos()
-
- p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
-
- local obj = minetest.add_entity(p, self.arrow)
- local 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
-
- -- 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
-
--- 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()
-
- -- going up then apply gravity
- if v.y > 0.1 then
-
- self.object:setacceleration({
- x = 0,
- y = self.fall_speed,
- z = 0
- })
- end
-
- -- in water then float up
- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
-
- if self.floats == 1 then
-
- self.object:setacceleration({
- x = 0,
- y = -self.fall_speed / (max(1, v.y) ^ 2),
- z = 0
- })
- end
- else
- -- fall downwards
- self.object:setacceleration({
- x = 0,
- y = self.fall_speed,
- z = 0
- })
-
- -- fall damage
- if self.fall_damage == 1
- and self.object:getvelocity().y == 0 then
-
- local d = self.old_y - self.object:getpos().y
-
- if d > 5 then
-
- self.health = self.health - floor(d - 5)
-
- effect(pos, 5, "tnt_smoke.png")
-
- if check_for_death(self) then
- return
- end
- end
-
- self.old_y = self.object:getpos().y
- end
- end
-end
-
-local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-
- -- error checking when mod profiling is enabled
- if not tool_capabilities then
- print (S("[MOBS] mod profiling enabled, damage not enabled"))
- return
- end
-
- -- direction error check
- dir = dir or {x = 0, y = 0, z = 0}
-
- -- 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
-
- 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
-
- -- 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
- end
- end
-
- -- print ("Mob Damage is", damage)
-
- -- 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
-
- -- 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 = hitter,
- max_hear_distance = 8
- })
- else
- minetest.sound_play("default_punch", {
- object = hitter,
- max_hear_distance = 5
- })
- end
-
- -- do damage
- self.health = self.health - floor(damage)
-
- -- exit here if dead
- if check_for_death(self) then
- return
- end
-
- --[[ add healthy afterglow when hit (can cause hit lag with larger textures)
- core.after(0.1, function()
- self.object:settexturemod("^[colorize:#c9900070")
-
- core.after(0.3, function()
- self.object:settexturemod("")
- end)
- end) ]]
-
- -- blood_particles
- if self.blood_amount > 0
- and not disable_blood then
-
- local pos = self.object:getpos()
-
- pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
-
- effect(pos, self.blood_amount, self.blood_texture)
- end
-
- -- knock back effect (only on full punch)
- if self.knock_back > 0
- 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
-
- self.object:setvelocity({
- x = dir.x * kb,
- y = up,
- z = dir.z * kb
- })
-
- self.pause_timer = r
- end
-
- -- if skittish then run away
- if self.runaway == true then
-
- local lp = hitter:getpos()
- local s = self.object:getpos()
-
- 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
-
- self.object:setyaw(yaw)
- self.state = "runaway"
- self.runaway_timer = 0
- self.following = nil
- end
-
- -- 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 invis[ hitter:get_player_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:getpos(), self.view_range)
- local obj = nil
-
- for n = 1, #objs do
-
- obj = objs[n]:get_luaentity()
-
- if obj then
-
- if obj.group_attack == true
- and obj.state ~= "attack" then
- do_attack(obj, hitter)
- end
- end
- end
- end
-end
-
-local mob_activate = function(self, staticdata, dtime_s, def)
-
- -- remove monsters in peaceful mode, or when no data
- if (self.type == "monster" and peaceful_only)
- or not staticdata 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
-
- 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
- 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
-
- -- 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
- }
- end
-
- if self.health == 0 then
- self.health = random (self.hp_min, self.hp_max)
- end
-
- -- rnd: 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
- -- end init
-
- self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
- self.old_y = self.object:getpos().y
- self.old_health = self.health
- self.object:setyaw((random(0, 360) - 180) / 180 * pi)
- self.sounds.distance = self.sounds.distance or 10
- self.textures = textures
- self.mesh = mesh
- self.collisionbox = colbox
- self.visual_size = vis_size
- self.standing_in = ""
-
- -- set anything changed above
- self.object:set_properties(self)
- update_tag(self)
-end
-
-local mob_step = function(self, dtime)
-
- local pos = self.object:getpos()
- local yaw = self.object:getyaw() or 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")
-
- self.object:remove()
-
- return
- end
- end
-
- falling(self, pos)
-
- -- knockback timer
- if self.pause_timer > 0 then
-
- self.pause_timer = self.pause_timer - dtime
-
- if self.pause_timer < 1 then
- self.pause_timer = 0
- end
-
- return
- end
-
- -- 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
-
- -- node replace check (cow eats grass etc.)
- replace(self, pos)
-
- -- mob plays random sound at times
- if self.sounds.random
- and random(1, 100) == 1 then
-
- minetest.sound_play(self.sounds.random, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- 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
-
- do_env_damage(self)
- end
-
- monster_attack(self)
-
- npc_attack(self)
-
- breed(self)
-
- follow_flop(self)
-
- do_states(self, dtime)
-
-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 function
-function mobs:register_mob(name, def)
-
- mobs.spawning_mobs[name] = true
-
-minetest.register_entity(name, {
-
- stepheight = def.stepheight or 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 6,
- jump_chance = def.jump_chance or 0,
- 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 = def.hp_min or 5,
- hp_max = def.hp_max or 10,
- physical = true,
- collisionbox = def.collisionbox,
- visual = def.visual,
- visual_size = def.visual_size or {x = 1, y = 1},
- mesh = def.mesh,
- makes_footstep_sound = def.makes_footstep_sound or false,
- view_range = def.view_range or 5,
- walk_velocity = def.walk_velocity or 1,
- run_velocity = def.run_velocity or 2,
- damage = def.damage or 0,
- light_damage = def.light_damage or 0,
- water_damage = def.water_damage or 0,
- lava_damage = def.lava_damage or 0,
- 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 or true,
- walk_chance = def.walk_chance or 50,
- attacks_monsters = def.attacks_monsters or false,
- group_attack = def.group_attack or false,
- --fov = def.fov or 120,
- passive = def.passive or false,
- recovery_time = def.recovery_time or 0.5,
- knock_back = def.knock_back or 3,
- blood_amount = def.blood_amount or 5,
- blood_texture = def.blood_texture or "mobs_blood.png",
- shoot_offset = def.shoot_offset or 0,
- floats = def.floats or 1, -- floats in water by default
- replace_rate = def.replace_rate,
- replace_what = def.replace_what,
- replace_with = def.replace_with,
- replace_offset = def.replace_offset or 0,
- timer = 0,
- env_damage_timer = 0, -- only 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,
- 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,
- 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,
-
- on_blast = def.on_blast or do_tnt,
-
- on_step = mob_step,
-
- on_punch = mob_punch,
-
- on_activate = function(self, staticdata, dtime_s)
- mob_activate(self, staticdata, dtime_s, def)
- end,
-
- get_staticdata = function(self)
-
- -- remove mob when out of range unless tamed
- if remove_far
- and self.remove_ok
- and not self.tamed 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
-
- 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
-
- -- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
- return minetest.serialize(tmp)
- end,
-
-})
-
-end -- END mobs:register_mob function
-
--- global functions
-
-function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
- interval, chance, aoc, min_height, max_height, day_toggle)
-
- -- chance override in minetest.conf for registered mob
- local new_chance = tonumber(minetest.setting_get(name .. "_chance"))
-
- if new_chance ~= nil then
-
- if new_chance == 0 then
- print(S("[Mobs Redo] @1 has spawning disabled", name))
- return
- end
-
- chance = new_chance
-
- print (S("[Mobs Redo] Chance setting for @1 changed to @2", name, chance))
-
- end
-
- minetest.register_abm({
-
- label = name .. " spawning",
- nodenames = nodes,
- neighbors = neighbors,
- interval = interval,
- chance = chance,
- catch_up = false,
-
- action = function(pos, node, active_object_count, active_object_count_wider)
-
- -- do not spawn if too many active entities in area
- if active_object_count_wider >= aoc
- or not mobs.spawning_mobs[name] then
-
- return
- end
-
- -- if toggle set to nil then ignore day/night check
- if day_toggle ~= nil then
-
- local tod = (minetest.get_timeofday() or 0) * 24000
-
- if tod > 4500 and tod < 19500 then
- -- daylight, but mob wants night
- if day_toggle == false then
- return
- end
- else
- -- night time but mob wants day
- if day_toggle == true then
- return
- end
- end
- end
-
- -- spawn above node
- pos.y = pos.y + 1
-
- -- only spawn away from player
- local objs = minetest.get_objects_inside_radius(pos, 10)
-
- for n = 1, #objs do
-
- if objs[n]:is_player() then
- return
- end
- end
-
- -- mobs cannot spawn in protected areas when enabled
- if spawn_protected == 1
- and minetest.is_protected(pos, "") then
- return
- end
-
- -- check if light and height levels are ok to spawn
- local light = minetest.get_node_light(pos)
- if not light
- or light > max_light
- or light < min_light
- or pos.y > max_height
- or pos.y < min_height then
- return
- end
-
- -- are we spawning inside solid nodes?
- if minetest.registered_nodes[node_ok(pos).name].walkable == true then
- return
- end
-
- pos.y = pos.y + 1
-
- if minetest.registered_nodes[node_ok(pos).name].walkable == true then
- return
- end
-
- -- spawn mob half block higher than ground
- pos.y = pos.y - 0.5
-
- local mob = minetest.add_entity(pos, name)
-
- if mob and mob:get_luaentity() then
--- print ("[mobs] Spawned " .. name .. " at "
--- .. minetest.pos_to_string(pos) .. " on "
--- .. node.name .. " near " .. neighbors[1])
- else
- print (S("[mobs] @1 failed to spawn at @2",
- name, minetest.pos_to_string(pos)))
- end
-
- end
- })
-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)
-
- local name = def.name
- local nodes = def.nodes or {"group:soil", "group:stone"}
- local neighbors = def.neighbors or {"air"}
- local min_light = def.min_light or 0
- local max_light = def.max_light or 15
- local interval = def.interval or 30
- local chance = def.chance or 5000
- local active_object_count = def.active_object_count or 1
- local min_height = def.min_height or -31000
- local max_height = def.max_height or 31000
- local day_toggle = def.day_toggle or nil
-
- mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
- chance, active_object_count, min_height, max_height, day_toggle)
-end
-
--- set content id's
-local c_air = minetest.get_content_id("air")
-local c_ignore = minetest.get_content_id("ignore")
-local c_obsidian = minetest.get_content_id("default:obsidian")
-local c_brick = minetest.get_content_id("default:obsidianbrick")
-local c_chest = minetest.get_content_id("default:chest_locked")
-
--- explosion (cannot break protected or unbreakable nodes)
-function mobs:explosion(pos, radius, fire, smoke, sound)
-
- radius = radius or 0
- fire = fire or 0
- smoke = smoke or 0
-
- -- if area protected or near map limits then no blast damage
- if minetest.is_protected(pos, "")
- or not within_limits(pos, radius) then
- return
- end
-
- -- explosion sound
- if sound
- and sound ~= "" then
-
- minetest.sound_play(sound, {
- pos = pos,
- gain = 1.0,
- max_hear_distance = 16
- })
- end
-
- pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?!
-
- local vm = VoxelManip()
- local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
- local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
- local data = vm:get_data()
- local p = {}
- local pr = PseudoRandom(os.time())
-
- for z = -radius, radius do
- for y = -radius, radius do
- local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
- for x = -radius, radius do
-
- p.x = pos.x + x
- p.y = pos.y + y
- p.z = pos.z + z
-
- if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius)
- and data[vi] ~= c_air
- and data[vi] ~= c_ignore
- and data[vi] ~= c_obsidian
- and data[vi] ~= c_brick
- and data[vi] ~= c_chest then
-
- local n = node_ok(p).name
- local on_blast = minetest.registered_nodes[n].on_blast
-
- if on_blast then
- return on_blast(p)
- else
- -- after effects
- if fire > 0
- and (minetest.registered_nodes[n].groups.flammable
- or random(1, 100) <= 30) then
-
- minetest.set_node(p, {name = "fire:basic_flame"})
- else
- minetest.set_node(p, {name = "air"})
-
- if smoke > 0 then
- effect(p, 2, "tnt_smoke.png", 5)
- end
- end
- end
- end
-
- vi = vi + 1
-
- end
- end
- end
-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,
-
- on_step = def.on_step or function(self, dtime)
-
- self.timer = self.timer + 1
-
- local pos = self.object:getpos()
-
- 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
- effect(pos, 1, def.tail_texture, 10, 0)
- end
-
- if self.hit_node then
-
- local node = node_ok(pos).name
-
- --if minetest.registered_nodes[node].walkable then
- if node ~= "air" 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)
- -- clear mob entity before arrow becomes active
- and self.timer > (10 - (self.velocity / 2)) 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
-
- if self.hit_mob
- and player:get_luaentity()
- and player:get_luaentity().name ~= self.object:get_luaentity().name
- and player:get_luaentity().name ~= "__builtin:item"
- and player:get_luaentity().name ~= "gauges:hp_bar"
- and player:get_luaentity().name ~= "signs:text"
- and player:get_luaentity().name ~= "itemframes:item" then
-
- self.hit_mob(self, player)
-
- self.object:remove() ; -- print ("hit mob")
-
- return
- end
- end
- end
-
- self.lastpos = pos
- end
- })
-end
-
--- Spawn Egg
-function mobs:register_egg(mob, desc, background, addegg, no_creative)
-
- local grp = {}
-
- -- 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
-
- minetest.register_craftitem(mob, {
-
- description = desc,
- inventory_image = invimg,
- groups = grp,
-
- on_place = function(itemstack, placer, pointed_thing)
-
- local pos = pointed_thing.above
-
- if pos
- and within_limits(pos, 0)
- and not minetest.is_protected(pos, placer:get_player_name()) then
-
- pos.y = pos.y + 1
-
- local mob = minetest.add_entity(pos, mob)
- local ent = mob:get_luaentity()
-
- if not ent then
- mob:remove()
- return
- end
-
- if ent.type ~= "monster" then
- -- set owner and tame if not monster
- ent.owner = placer:get_player_name()
- ent.tamed = true
- end
-
- -- if not in creative then take item
- if not creative 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 not self.child
- and clicker:is_player()
- and clicker:get_inventory() then
-
- -- 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()
-
- -- is mob tamed?
- if self.tamed == false
- and force_take == false then
-
- minetest.chat_send_player(name, S("Not tamed!"))
-
- return
- 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
- end
-
- if clicker:get_inventory():room_for_item("main", mobname) then
-
- -- was mob clicked with hand, net, or lasso?
- local tool = clicker:get_wielded_item()
- local chance = 0
-
- if tool:is_empty() 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:magic_lasso" then
-
- chance = chance_lasso
-
- tool:add_wear(650) -- 100 uses
-
- clicker:set_wielded_item(tool)
- end
-
- -- return if no chance
- if chance == 0 then return end
-
- -- calculate chance.. add to inventory if successful?
- if random(1, 100) <= chance then
-
- clicker:get_inventory():add_item("main", mobname)
-
- self.object:remove()
- else
- minetest.chat_send_player(name, S("Missed!"))
- end
- end
- end
-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 creative 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
- if self.sounds.random then
-
- minetest.sound_play(self.sounds.random, {
- object = self.object,
- max_hear_distance = self.sounds.distance
- })
- end
- 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;" .. S("Enter name:") .. ";" .. tag .. "]"
- .. "button_exit[2.5,3.5;3,1;mob_rename;" .. 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
-
- -- update nametag
- mob_obj[name].nametag = fields.name
-
- update_tag(mob_obj[name])
-
- -- if not in creative then take item
- if not creative 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)
-
- local pos = self.object:getpos()
-
- minetest.add_entity(pos, new_name)
-
- self.object:remove()
- end
- })
-end