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diff --git a/api_old.lua b/api_old.lua
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+++ b/api_old.lua
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+
+-- Mobs Api (15th April 2016)
+
+mobs = {}
+mobs.mod = "redo"
+
+-- 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 enable_pathfind_digging = false
+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
+
+-- internal functions
+
+local pi = math.pi
+local square = math.sqrt
+local atan = function(x)
+
+ if x ~= x then
+ --error("atan bassed NaN")
+ print ("atan based NaN")
+ return 0
+ else
+ return math.atan(x)
+ end
+end
+
+do_attack = function(self, player)
+
+ if self.state ~= "attack" then
+
+ if math.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)
+
+ v = v or 0
+
+ local yaw = (self.object:getyaw() + self.rotate) or 0
+
+ self.object:setvelocity({
+ x = math.sin(yaw) * -v,
+ y = self.object:getvelocity().y,
+ z = math.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
+ and self.animation.speed_normal then
+
+ self.object:set_animation({
+ x = self.animation.stand_start,
+ y = self.animation.stand_end},
+ 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
+ and self.animation.speed_normal then
+
+ self.object:set_animation({
+ x = self.animation.walk_start,
+ y = self.animation.walk_end},
+ 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
+ and self.animation.speed_run 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
+ and self.animation.speed_normal 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
+ 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
+ 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 <= math.floor(qua * 3) then
+ col = "#FFFF00"
+ end
+
+ if self.health <= math.floor(qua * 2) then
+ col = "#FF6600"
+ end
+
+ if self.health <= math.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
+
+ update_tag(self)
+
+ return false
+ end
+
+ -- drop items when dead
+ local obj
+ local pos = self.object:getpos()
+
+ for _,drop in pairs(self.drops) do
+
+ if math.random(1, drop.chance) == 1 then
+
+ obj = minetest.add_item(pos,
+ ItemStack(drop.name .. " "
+ .. math.random(drop.min, drop.max)))
+
+ if obj then
+
+ obj:setvelocity({
+ x = math.random(-1, 1),
+ y = 6,
+ z = math.random(-1, 1)
+ })
+ 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)
+ end
+
+ self.object:remove()
+
+ return true
+end
+
+-- check if within 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 -- if 0, no falling protection!
+ return false
+ end
+
+ local yaw = self.object:getyaw()
+ local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
+ local dir_z = math.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
+
+ 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)
+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 = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
+ local dir_z = math.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
+ v.x = v.x * 2.2
+ v.z = v.z * 2.2
+
+ 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 _, obj in pairs(objs) do
+
+ obj_pos = obj:getpos()
+
+ dist = math.max(1, get_distance(pos, obj_pos))
+
+ local damage = math.floor((4 / dist) * radius)
+ local ent = obj:get_luaentity()
+
+ if obj:is_player() then
+ obj:set_hp(obj:get_hp() - damage)
+
+ else --if ent.health then
+
+ obj:punch(obj, 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)
+
+ 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
+
+local function breed(self)
+
+ -- child take 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 ents = minetest.get_objects_inside_radius(pos, 3)
+ local num = 0
+ local ent = nil
+
+ for i, obj in pairs(ents) do
+
+ ent = obj: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(dtime)
+
+ 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 / 2,
+ y = self.base_size.y / 2
+ },
+ collisionbox = {
+ self.base_colbox[1] / 2,
+ self.base_colbox[2] / 2,
+ self.base_colbox[3] / 2,
+ self.base_colbox[4] / 2,
+ self.base_colbox[5] / 2,
+ self.base_colbox[6] / 2
+ },
+ })
+ ent2.child = true
+ ent2.tamed = true
+ ent2.owner = self.owner
+ end)
+
+ num = 0
+
+ break
+ end
+ end
+ end
+end
+
+function replace(self, pos)
+
+ if self.replace_rate
+ and self.child == false
+ and math.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 math.abs(s1.x - s.x) + math.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 = math.floor(s.x + 0.5)
+ s.y = math.floor(s.y + 0.5) - sheight
+ s.z = math.floor(s.z + 0.5)
+
+ local ssight, sground
+ 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 = math.floor(p1.x + 0.5)
+ p1.y = math.floor(p1.y + 0.5)
+ p1.z = math.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 * (math.random() * 2 - 1),
+ y = s.y + 1,
+ z = s.z + 0.1 * (math.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
+-- self.path.stuck = true
+
+ -- lets make way by digging/building if not accessible
+ if enable_pathfind_digging 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 + math.cos(yaw1),
+ y = s.y,
+ z = s.z + math.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
+
+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,
+ 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,
+
+ on_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" then
+
+ self.lifetimer = self.lifetimer - dtime
+
+ if self.lifetimer <= 0 then
+
+ -- only despawn away from player
+ local objs = minetest.get_objects_inside_radius(pos, 10)
+
+ for _,oir in pairs(objs) do
+
+ if oir:is_player() then
+
+ self.lifetimer = 20
+
+ return
+ end
+ end
+
+ minetest.log("action",
+ "lifetimer expired, removed " .. self.name)
+
+ effect(pos, 15, "tnt_smoke.png")
+
+ self.object:remove()
+
+ return
+ end
+ end
+
+ if not self.fly then
+
+ -- 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 -- water then
+
+ if self.floats == 1 then
+
+ self.object:setacceleration({
+ x = 0,
+ y = -self.fall_speed / (math.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.object:set_hp(self.object:get_hp() - math.floor(d - 5))
+ self.health = self.health - math.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
+
+ -- 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
+
+ -- 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 math.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)
+
+ -- custom function (defined in mob lua file)
+ if self.do_custom then
+ self.do_custom(self)
+ end
+ end
+
+ -- find someone to attack
+ if self.type == "monster"
+ and damage_enabled
+ and self.state ~= "attack"
+ and not day_docile(self) then
+
+ local s = self.object:getpos()
+ local p, sp, dist
+ local player = nil
+ local type = nil
+ local obj = nil
+ local min_dist = self.view_range + 1
+ local min_player = nil
+
+ for _,oir in pairs(minetest.get_objects_inside_radius(s, self.view_range)) do
+
+ if oir:is_player() then
+
+ player = oir
+ type = "player"
+ else
+ obj = oir: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 minetest.line_of_sight(sp, p, 2) == true
+ 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 min_dist = self.view_range + 1
+ local min_player = nil
+
+ if self.type == "npc"
+ and self.attacks_monsters
+ and self.state ~= "attack" then
+
+ local s = self.object:getpos()
+ local obj = nil
+
+ for _, oir in pairs(minetest.get_objects_inside_radius(s, self.view_range)) do
+
+ obj = oir:get_luaentity()
+
+ if obj
+ and obj.type == "monster" then
+
+ -- attack monster
+ 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
+
+ -- breed and grow children
+ breed(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, p, dist
+
+ for _,player in pairs(minetest.get_connected_players()) do
+
+ s = self.object:getpos()
+ p = player:getpos()
+ dist = get_distance(p, s)
+
+ if dist < self.view_range then
+ self.following = player
+ 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
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then
+ yaw = yaw + pi
+ end
+
+ self.object:setyaw(yaw)
+ end
+
+ -- 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
+
+ if self.state == "stand" then
+
+ if math.random(1, 4) == 1 then
+
+ local lp = nil
+ local s = self.object:getpos()
+
+ if self.type == "npc" then
+
+ local o = minetest.get_objects_inside_radius(self.object:getpos(), 3)
+
+ for _,o in pairs(o) do
+
+ if o:is_player() then
+ lp = o: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
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if lp.x > s.x then
+ yaw = yaw + pi
+ end
+ end
+ else
+ yaw = (math.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 math.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 = minetest.find_node_near(s, 1, {"group:water"})
+
+ -- if water nearby then turn away
+ if lp then
+
+ local vec = {
+ x = lp.x - s.x,
+ y = lp.y - s.y,
+ z = lp.z - s.z
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ 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)
+ end
+
+ -- otherwise randomly turn
+ elseif math.random(1, 100) <= 30 then
+
+ yaw = (math.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 math.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 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
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate
+
+ if p.x > s.x then
+ yaw = yaw + pi
+ end
+
+ self.object:setyaw(yaw)
+ end
+
+ 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)
+ 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 dist <= self.reach) then
+
+ if self.fly
+ and dist > self.reach then
+
+ local nod = node_ok(s)
+ local p1 = s
+ local me_y = math.floor(p1.y)
+ local p2 = p
+ local p_y = math.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 math.abs(p1.x-s.x) + math.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
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then
+ yaw = yaw + pi
+ end
+
+ self.object:setyaw(yaw)
+ end
+
+ -- 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)
+ set_animation(self, "punch")
+
+ if self.timer > 1 then
+
+ self.timer = 0
+
+ local p2 = p
+ local s2 = s
+
+ p2.y = p2.y + 1.5
+ s2.y = s2.y + 1.5
+
+ --if minetest.line_of_sight(p2, s2) == true then
+ 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
+ end
+
+ elseif self.attack_type == "shoot"
+ or (self.attack_type == "dogshoot" and dist > self.reach) 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
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
+
+ if p.x > s.x then
+ yaw = yaw + pi
+ end
+
+ self.object:setyaw(yaw)
+ end
+
+ set_velocity(self, 0)
+
+ if self.shoot_interval
+ and self.timer > self.shoot_interval
+ and math.random(1, 100) <= 60 then
+
+ self.timer = 0
+ set_animation(self, "punch")
+
+ -- 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 if self.state == "attack"
+ end,
+
+ on_punch = function(self, hitter, tflp, tool_capabilities, dir)
+
+ -- 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) 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 _, no in pairs(self.immune_to) do
+
+ if no[1] == weapon:get_name() then
+ damage = no[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(math.floor((punch_interval / 75) * 9000))
+ hitter:set_wielded_item(weapon)
+ end
+
+ -- weapon sounds
+ if weapon:get_definition().sounds ~= nil then
+
+ local s = math.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 - math.floor(damage)
+
+ -- exit here if dead
+ if check_for_death(self) then
+ return
+ end
+
+ -- add healthy afterglow when hit
+ 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]) / 2
+
+ 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 - math.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
+ }
+
+ if vec.x ~= 0
+ and vec.z ~= 0 then
+
+ 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)
+ end
+
+ 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 then
+
+ -- attack whoever punched mob
+ self.state = ""
+ do_attack(self, hitter)
+
+ -- alert others to the attack
+ local obj = nil
+
+ for _, oir in pairs(minetest.get_objects_inside_radius(hitter:getpos(), 5)) do
+
+ obj = oir:get_luaentity()
+
+ if obj then
+
+ if obj.group_attack == true
+ and obj.state ~= "attack" then
+ do_attack(obj, hitter)
+ end
+ end
+ end
+ end
+ end,
+
+ on_activate = function(self, staticdata, dtime_s)
+
+ -- 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[math.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 / 2,
+ y = self.base_size.y / 2
+ }
+
+ if def.child_texture then
+ textures = def.child_texture[1]
+ end
+
+ colbox = {
+ self.base_colbox[1] / 2,
+ self.base_colbox[2] / 2,
+ self.base_colbox[3] / 2,
+ self.base_colbox[4] / 2,
+ self.base_colbox[5] / 2,
+ self.base_colbox[6] / 2
+ }
+ end
+
+ if self.health == 0 then
+ self.health = math.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((math.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,
+
+ 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, active_object_count, 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("[Mobs Redo] " .. name .. " has spawning disabled")
+ return
+ end
+
+ chance = new_chance
+
+ print ("[Mobs Redo] Chance setting for " .. name .. " is now " .. chance)
+
+ end
+
+ minetest.register_abm({
+
+ nodenames = nodes,
+ neighbors = neighbors,
+ interval = interval,
+ chance = chance,
+
+ action = function(pos, node, aoc, active_object_count_wider)
+
+ -- do not spawn if too many active entities in area
+ if active_object_count_wider > active_object_count
+ 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 _,oir in pairs(objs) do
+
+ if oir: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 ("[mobs]" .. name .. " failed to spawn at "
+ .. 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
+
+-- 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 math.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,
+ collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
+ timer = 0,
+ switch = 0,
+
+ on_step = 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, "Not tamed!")
+
+ return
+ end
+
+ -- cannot pick up if not owner
+ if self.owner ~= name
+ and force_take == false then
+
+ minetest.chat_send_player(name, self.owner.." is 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 math.random(1, 100) <= chance then
+
+ clicker:get_inventory():add_item("main", mobname)
+
+ self.object:remove()
+ else
+ minetest.chat_send_player(name, "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(),
+ self.name:split(":")[2]
+ .. " at full health (" .. 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(),
+ self.name:split(":")[2]
+ .. " has been tamed!")
+ 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 ""
+
+ local formspec = "size[8,4]"
+ .. default.gui_bg
+ .. default.gui_bg_img
+ .. "field[0.5,1;7.5,0;name;Enter name:;" .. tag .. "]"
+ .. "button_exit[2.5,3.5;3,1;mob_rename;Rename]"
+ minetest.show_formspec(name, "mobs_nametag", formspec)
+ 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)
+
+-- used to drop items inside a chest or container
+local drop_items = function(pos, invstring)
+
+ local meta = minetest.get_meta(pos)
+ local inv = meta:get_inventory()
+
+ for i = 1, inv:get_size(invstring) do
+
+ local m_stack = inv:get_stack(invstring, i)
+ local obj = minetest.add_item(pos, m_stack)
+
+ if obj then
+
+ obj:setvelocity({
+ x = math.random(-10, 10) / 9,
+ y = 3,
+ z = math.random(-10, 10) / 9
+ })
+ end
+ end
+
+end
+
+-- override chest node so it drops items on explode
+minetest.override_item("default:chest", {
+
+ on_blast = function(p)
+
+ minetest.after(0, function()
+
+ drop_items(p, "main")
+
+ minetest.remove_node(p)
+ 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