-- Critters API. -- =================================================================== local codermobs_disable_mobs = minetest.setting_getbool ("codermobs_disable_mobs" ) local codermobs_disable_monsters = minetest.setting_getbool ("codermobs_disable_monsters" ) local codermobs_enable_critters = minetest.setting_getbool ("codermobs_enable_critters" ) local codermobs_logless = minetest.setting_getbool ("codermobs_logless" ) local skydoom_special = minetest.setting_getbool ("skydoom_special" ) local has_eregions = minetest.get_modpath ("eregions") -- =================================================================== local aoc = 2 local mbradius = 2 local codermobs_density = 2 * mbradius * mbradius * mbradius local xyz local function getnumsetting (name) local n = tonumber (minetest.setting_get (name)) or 0 return n end xyz = getnumsetting ("codermobs_aoc_critters" ) if xyz == 0 then xyz = getnumsetting ("codermobs_aoc_global" ) end if xyz ~= 0 then aoc = xyz end xyz = getnumsetting ("codermobs_density") if xyz ~= 0 then codermobs_density = xyz end -- =================================================================== local function StartsWith (String, Start) return string.sub (String, 1, string.len (Start)) == Start end local function StartsWithAnyOf (String, StartList) for _, str in ipairs (StartList) do if string.sub (String, 1, string.len (str)) == str then return true end end return false end -- =================================================================== critterapi = {} function critterapi:register_mob (name, def) minetest.register_entity (name, { hp_max = def.hp_max, physical = true, collisionbox = def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, textures = def.textures, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage, lava_damage = def.lava_damage, disable_fall_damage = def.disable_fall_damage, drops = def.drops, armor = def.armor, drawtype = def.drawtype, on_rightclick = def.on_rightclick, type = def.type, attack_type = def.attack_type, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = def.jump or true, timer = 0, env_damage_timer = 0, -- only if state = "attack" attack = {player=nil, dist=nil}, state = "stand", v_start = false, old_y = nil, lifetimer = 600, tamed = false, set_velocity = function(self, v) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z}) end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^2 + v.z^2)^(0.5) end, set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end 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, 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_normal, 0 ) self.animation.current = "punch" end end end , on_step = function (self, dtime) if skydoom_special then local pos = self.object:getpos() if pos.y < 1.5 then self.object:remove() return end end if codermobs_disable_mobs or not codermobs_enable_critters then self.object:remove() return end if self.type == "monster" and codermobs_disable_monsters then self.object:remove() return end self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed then local player_count = 0 for _,obj in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 20)) do if obj:is_player() then player_count = player_count+1 end end if player_count == 0 and self.state ~= "attack" then self.object:remove() return end end if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 self.object:setacceleration({x=x, y=-10, z=z}) else self.object:setacceleration({x=0, y=-10, z=0}) end if self.disable_fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) if self.object:get_hp() == 0 then self.object:remove() return end end self.old_y = self.object:getpos().y end end self.timer = self.timer+dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then minetest.sound_play(self.sounds.random, {object = self.object}) end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.env:get_node(pos) if self.light_damage and self.light_damage ~= 0 and pos.y>0 and minetest.env:get_node_light(pos) and minetest.env:get_node_light(pos) > 4 -- and minetest.env:get_timeofday() > 0.2 -- and minetest.env:get_timeofday() < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) if self.object:get_hp() < 1 then self.object:remove() return end end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) if self.object:get_hp() == 0 then self.object:remove() return end end end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) if self.object:get_hp() == 0 then self.object:remove() return end end self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end if self.type == "monster" and minetest.setting_getbool("enable_damage") then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() if s == nil then self.object:remove() return end local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < self.view_range then if self.attack.dist then if self.attack.dist < dist then self.state = "attack" self.attack.player = player self.attack.dist = dist end else self.state = "attack" self.attack.player = player self.attack.dist = dist end end end end if self.follow ~= "" and not self.following then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() if s == nil then self.object:remove() return end local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if self.view_range and dist < self.view_range then self.following = player end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil self.v_start = false else local s = self.object:getpos() if s == nil then self.object:remove() return end local p = self.following:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range then self.following = nil self.v_start = false else local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.jump and self.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 self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then if math.random(1, 4) == 1 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end self.set_velocity(self, 0) self.set_animation(self, "stand") if math.random(1, 100) <= 50 then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" then if math.random(1, 100) <= 30 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end if self.jump and self.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 self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 10 then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end elseif self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() if s == nil then self.object:remove() return end local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.jump and self.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 self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") self.v_start = false if self.timer > 1 then self.timer = 0 if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy=self.damage} }, vec) end end elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() if s == nil then self.object:remove() return end local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() if s == nil then self.object:remove() return end p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2 local obj = minetest.env:add_entity(p, self.arrow) local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5 local v = obj:get_luaentity().velocity vec.y = vec.y+1 vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) end end end, on_activate = function(self, staticdata, dtime_s) self.object:set_armor_groups({fleshy=self.armor}) self.object:setacceleration({x=0, y=-10, z=0}) self.state = "stand" self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) self.object:setyaw(math.random(1, 360)/180*math.pi) if self.type == "monster" and codermobs_disable_monsters then self.object:remove() end self.lifetimer = 600 - dtime_s if staticdata then local tmp = minetest.deserialize(staticdata) if tmp and tmp.lifetimer then self.lifetimer = tmp.lifetimer - dtime_s end if tmp and tmp.tamed then self.tamed = tmp.tamed end end if self.lifetimer <= 0 and not self.tamed then self.object:remove() end end, get_staticdata = function(self) local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, } return minetest.serialize(tmp) end, on_punch = function(self, hitter) if self.object:get_hp() <= 0 then if hitter and hitter:is_player() and hitter:get_inventory() then for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then hitter:get_inventory():add_item("main", ItemStack(drop.name.." "..math.random(drop.min, drop.max))) end end end end end, }) end critterapi.spawning_mobs = {} -- No colon for "critters" here. This is intentional. -- local mob_prefixes = { "critters", "codermobs:", "petores:", "codersea:" } local count_mobs = function (pos) local num_type = 0 local num_total = 0 local objs = minetest.get_objects_inside_radius (pos, 16 * mbradius) for n = 1, #objs do if not objs [n]:is_player() then local obj = objs [n]:get_luaentity() if obj and obj.name and StartsWithAnyOf (obj.name, mob_prefixes) then num_total = num_total + 1 if StartsWith (obj.name, "critters") then num_type = num_type + 1 end end end end return num_type, num_total end function critterapi:register_spawn(name, spawn) -- nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func) critterapi.spawning_mobs[name] = true minetest.register_abm ({ catch_up = false , nodenames = spawn.nodes , neighbors = { "air" } , interval = 30 , chance = spawn.chance , action = function (pos, node, _, active_object_count_wider) -- if active_object_count_wider > spawn.active_object_count then -- return -- end if not critterapi.spawning_mobs [name] then return end if spawn.mx0 ~= nil and spawn.mx1 ~= nil and spawn.mx0 ~= spawn.mx1 and ((pos.x < spawn.mx0) or (pos.x > spawn.mx1)) then return end if spawn.my0 ~= nil and spawn.my1 ~= nil and spawn.my0 ~= spawn.my1 and ((pos.y < spawn.my0) or (pos.y > spawn.my1)) then return end if spawn.mz0 ~= nil and spawn.mz1 ~= nil and spawn.mz0 ~= spawn.mz1 and ((pos.z < spawn.mz0) or (pos.z > spawn.mz1)) then return end local a1, a2 = count_mobs (pos) if a1 >= aoc or a2 >= codermobs_density then return end pos.y = pos.y + 1 if not minetest.env:get_node_light (pos) then return end if minetest.env:get_node_light (pos) > spawn.max_light then return end local lt = minetest.env:get_node_light (pos) if lt < spawn.min_light then return end if pos.y > spawn.max_height then return end if minetest.env:get_node (pos).name ~= "air" then return end local apos = { x=pos.x, y=pos.y+1, z=pos.z } if minetest.env:get_node (apos).name ~= "air" then return end if spawn.spawn_func and not spawn.spawn_func (pos, node) then return end if minetest.setting_getbool ("display_mob_spawn") then minetest.chat_send_all ("[critterapi] Add "..name.." at "..minetest.pos_to_string(pos)) end minetest.env:add_entity (pos, name) end }) end function critterapi:register_arrow(name, def) 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, on_step = function (self, dtime) local pos = self.object:getpos() if pos == nil then self.object:remove() return end if minetest.env:get_node(self.object:getpos()).name ~= "air" then self.hit_node(self, pos, node) self.object:remove() return end pos.y = pos.y-1 for _,player in pairs(minetest.env:get_objects_inside_radius(pos, 1)) do if player:is_player() then self.hit_player(self, player) self.object:remove() return end end end }) end -- =================================================================== if not codermobs_logless then minetest.log ("action", " critters API loaded") end