-- Intllib and CMI support check local MP = minetest.get_modpath(minetest.get_current_modname()) local S, NS = dofile(MP .. "/intllib.lua") local use_cmi = minetest.global_exists("cmi") local pathfinder_mod = minetest.get_modpath ("pathfinder") mobs = { mod = "redo", version = "20190402", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {}, } local codermobs_debug = minetest.settings:get_bool ("codermobs_debug" ) or minetest.settings:get_bool ("debug_codermobs" ) local skydoom_special = minetest.settings:get_bool ("skydoom_special" ) local has_eregions = minetest.get_modpath ("eregions") -- creative check local creative_cache = minetest.settings:get_bool("creative_mode") function mobs.is_creative(name) return creative_cache or minetest.check_player_privs(name, {creative = true}) end local cmdebug = function (msg) if codermobs_debug then ocutil.log ("[cmapi] " .. msg) end end local cmdebug_nospawn = function (msg) if codermobs_debug then ocutil.log ("[cmapi] nospawn: " .. msg) end end -- localize math functions local pi = math.pi local square = math.sqrt local sin = math.sin local cos = math.cos local abs = math.abs local min = math.min local max = math.max local atann = math.atan local random = math.random local floor = math.floor local atan = function (x) if not x or x ~= x then return 0 else return atann(x) end end -- =================================================================== -- Utility functions. local table_append = function (t1, t2) for _, v in ipairs (t2) do table.insert (t1, v) end -- return t1 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 -- =================================================================== local codermobs_disable_wild = minetest.setting_getbool ("codermobs_disable_wild" ) local codermobs_disable_mobs = minetest.setting_getbool ("codermobs_disable_mobs" ) local codermobs_disable_monsters = minetest.setting_getbool ("codermobs_disable_monsters" ) local codermobs_disable_npc = minetest.setting_getbool ("codermobs_disable_npc" ) local codermobs_peaceful = minetest.setting_getbool ("codermobs_peaceful" ) local codermobs_creative_eggs = minetest.setting_getbool ("codermobs_creative_eggs" ) local codermobs_talk_french = minetest.setting_getbool ("codermobs_talk_french" ) local codermobs_talk_spanish = minetest.setting_getbool ("codermobs_talk_spanish" ) -- =================================================================== local codermobs_density = tonumber (minetest.settings:get ("codermobs_density" )) or 4 local codermobs_lifetimer = tonumber (minetest.settings:get ("codermobs_lifetimer" )) or tonumber (minetest.settings:get ("lifetime" )) or tonumber (minetest.settings:get ("lifetimer" )) or 1800 if codermobs_lifetimer < 30 then codermobs_lifetimer = 30 end local peaceful_only = codermobs_disable_monsters or codermobs_peaceful or minetest.setting_getbool ("only_peaceful_mobs") or minetest.setting_getbool ("peaceful_only" ) mobs.defaultaoc = tonumber (minetest.setting_get ("codermobs_aoc_global")) or 1 local codermobs_spawn_protected = true local remove_far_mobs = minetest.setting_getbool ("remove_far_mobs") if ocutil.str_false ("codermobs_spawn_protected" ) or ocutil.str_false ("mobs_spawn_protected" ) then codermobs_spawn_protected = false end -- =================================================================== local all_hostile = false local HOSTILE_MODE_VR = 6 minetest.register_chatcommand ("hostile", { description = "Toggle hostile mode for most mobs" , params = "" , privs = { basic_privs = true } , func = function (name, params) local str if all_hostile then all_hostile = false str = "off" else all_hostile = true str = "on" end minetest.chat_send_player (name, "hostile mode is now " .. str) return true end , }) -- =================================================================== -- Load settings local damage_enabled = minetest.settings:get_bool("enable_damage") local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local creative = minetest.settings:get_bool("creative_mode") local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 local show_health = minetest.settings:get_bool("mob_show_health") ~= false local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) -- =================================================================== local extra_english local BeeRemarks = { "my favorite rock-star is Sting" , "my favorite sport is Rug-Bee" , "bee all that you can bee" , "buzzz" , "buzzy buzz buzz" , "honey is money" , "you and me, one two bee" , "i feel buzzy, oh so buzzy, I feel buzzy today" , "i ride the school-buzz" , "a wasp is just a wanna-bee" , "A, B, C It's as easy as 1, 2, bee" , "honey, i'm home" , "vitamin bee is good for you" , "to bee or not to bee is the question" , } extra_english = true if codermobs_talk_french then extra_english = false table_append (BeeRemarks, { "les fleurs sont belles" , "J'aime les fleurs" , "l'abeille occupee n'a pas le temps de tristesse" , "abeille hum parce que nous oublions les mots" , "travailler dur" , "la reine a toujours raison" , }) end if codermobs_talk_spanish then extra_english = false table_append (BeeRemarks, { "las flores son bonitas" , "me gustan las flores" , "la abeja ocupada no tiene tiempo para la tristeza" , "zumban las abejas porque olvidamos las palabras" , "trabaja duro" , "la abeja reina siempre tiene la raz" , }) end if extra_english then table_append (BeeRemarks, { "flowers are nice" , "i like flowers" , "the busy bee has no time for sorrow" , "bees hum because we forget the words" , "work hard" , "the queen is always right" , "the honey is sweet, but the bee stings" , "it takes a bee to get the honey out" , "what is not good for the swarm is not good for the bee" , "honey will catch more flies than vinegar" , "every saint has a bee in his halo" , "the pedigree of honey does not concern the bee" , "save the bees and save the world" , "bee a honey and help save bees" , }) end local LastBeeTalkTime = 0 local BeeTalkDelay = 700 -- =================================================================== local KittenRemarks = { "mice r gud" , "mew" , "moar rats" , } extra_english = true -- The remarks in each section here should match -- if codermobs_talk_french then extra_english = false table_append (KittenRemarks, { "nourris moi" , }) end if codermobs_talk_spanish then extra_english = false table_append (KittenRemarks, { "alimentame" , }) end if extra_english then table_append (KittenRemarks, { "feed me" , }) end local LastKittenTalkTime = 0 local KittenTalkDelay = 1500 -- =================================================================== local WolfRemarks = { "a man's best friend is his dogma" , "a man's horizons are bounded by his vision" , "a man who knows that he is a fool is not a great fool" , "even a hawk is an eagle among crows" , "even the boldest zebra fears the hungry lion" , "freedom's just another word for nothing left to lose" , "God made the integers; all else is the work of Man" , "he is winding the watch of his wit; by and by it will strike" , "he who laughs, lasts" , "howl do you do?" , "if tin whistles are made of tin, what are foghorns made of?" , "it's almost cosmic" , "I was born in truth's own city, Veritas" , "just because things are obvious doesn't mean they're true" , "like winter snow on summer lawn, time past is time gone" , "opportunities multiply as they are seized" , "prepare and prevent, instead of repair and repent" , "speak the truth, but leave immediately after" , "the bogosity meter just pegged" , "this era too is almost at an end" , "thrift is a wonderful virtue; especially in ancestors" , "to err is human; to moo, bovine" , "well-done is better than well-said" , "trifles make perfection, but perfection is no trifle" , "where ignorance is bliss, it is folly to be wise" , "why do humans always look to the sky?" , } extra_english = true if codermobs_talk_french then extra_english = false table_append (WolfRemarks, { "ce que l'homme a fait, l'homme peut aspirer a faire" , "le vent froid de l'espoir souffle eternel" , "la meilleure facon de predire l'avenir est de l'inventer" , "profiter du present" , "seul le phoenix vole et ne descend pas" , "l'argent est un bon serviteur, mais un mauvais maitre" , "ecoute bien les paroles de ton ame" , "la vie est un voyage et non une destination" , "si tu es heureux, tu as du succes" , "si cela arrive, cela doit etre possible" , "celui qui monte le tigre ne peut pas demonter" , "meme la plus petite bougie brule plus brillamment dans l'obscurite" , "un marin qualifie n'a jamais ete cree sur une mer calme" , "une promesse faite est une dette impayee" , "un honnete homme est le plus noble travail de Dieu" , "un chat en verre n'attrape pas de souris" , "un imbecile ne voit pas le meme arbre qu'un homme sage voit" , "un coeur gentil a peu de valeur sur l'echiquier" , "si vous en avez assez, vous avez une montagne" , "c'est un oiseau sage qui construit son nid dans un arbre" , "les mots doivent etre peses, non comptes" , "de quelle couleur est un cameleon sur un miroir?" , "L'horloge et la maree n'attendent personne" , "le temps est la riviere ou je pecherai" , "meme un chou peut regarder un roi" , "tous les chats sont gris dans le noir" , "l'histoire sera gentille avec moi, car j'ai l'intention de l'ecrire" , "vous devez nourrir les chevaux, si vous voulez le wagon tire" , "les humains sont croquants" , "Je ne consens pas a l'Univers" , "la force du loup est la tribu des loups" , }) end if codermobs_talk_spanish then extra_english = false table_append (WolfRemarks, { "lo que el hombre ha hecho, el hombre puede aspirar a hacer" , "el viento frio de la esperanza sopla eterno" , "la mejor manera de predecir el futuro es inventarlo" , "aprovecha el dia" , "solo el fix surge y no desciende" , "el dinero es un buen servidor, pero un mal maestro" , "escucha bien las palabras de tu alma" , "la vida es un viaje no un destino" , "me gusta la carne" , "si eres feliz, tienes ito" , "si sucede, debe ser posible" , "el que monta el tigre no puede dejarlo" , "incluso la vela m peque arde m brillante en la oscuridad" , "un marinero hil nunca fue hecho en un mar en calma" , "una promesa hecha es una deuda impaga" , "el hombre honesto es la m noble obra de Dios" , "un gato de cristal no atrapa ratones" , "un tonto no ve el mismo arbol que ve un hombre sabio" , "un coraz bueno tiene poco valor en el ajedrez" , "lo suficiente es tan bueno como una fiesta" , "es un ave sabia que construye su nido en un arbol" , "las palabras se deben medir por peso, no por numero" , "de que color es un camaleon en un espejo?" , "el paso del tiempo y la marea no esperan a nadie" , "el rio del tiempo es donde prefiero ir a pescar" , "incluso un repollo puede mirar a un rey" , "todos los gatos son grises en la oscuridad" , "el ma nunca es inocente en el juzgado de los pollos" , "ten cuidado con los tiburones que beben whisky" , "la historia sera amable conmigo, porque la escribire" , "el que dice la verdad es expulsado de nueve pueblos" , "si desea tirar del carro, debe alimentar a los caballos" , "los humanos son crujientes y deliciosos" , "no doy mi consentimiento al Universo" , "el mayor defecto es no estar al tanto de ningun defecto" , "la fuerza del Lobo es el Pack" , }) end if extra_english then table_append (WolfRemarks, { "what man has done, man can aspire to do" , "the cold wind of hope blows eternal" , "the best way to predict the future is to invent it" , "seize the day" , "only the phoenix arises and does not descend" , "money is a good servant, but a bad master" , "listen well to the words of your soul" , "life is a journey, not a destination" , "i like meat" , "if you're happy, you're successful" , "if it happens, it must be possible" , "he who rides the tiger cannot dismount" , "even the smallest candle burns brighter in the dark" , "a skillful sailor was never made on a calm sea" , "a promise made is a debt unpaid" , "an honest man's the noblest work of God" , "a glass cat catches no mice" , "a fool sees not the same tree that a wise man sees" , "a kind heart is of little value in chess" , "enough is as good as a feast" , "it's a wise bird who builds his nest in a tree" , "words must be weighed, not counted" , "what color is a chameleon on a mirror?" , "time and tide wait for no man" , "time is the stream that I go fishing in" , "even a cabbage may look at a king" , "all cats are gray in the dark" , "the corn is never found innocent in the court of the chickens" , "a shark with whiskey is mighty risky" , "history will be kind to me, for I intend to write it" , "he who tells the truth is chased out of nine villages" , "you've got to feed the horses, if you want the wagon pulled" , "humans r crunchy" , "I do not consent to the Universe" , "the greatest of faults is to be conscious of none" , "the strength of the Wolf is the Pack" , }) end local LastWolfTalkTime = 0 local WolfTalkDelay = 300 -- =================================================================== -- Peaceful mode message so players will know there are no monsters if peaceful_only then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("** Peaceful Mode Active - No Monsters Will Spawn")) end) end -- 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 = 5 -- how long will mob follow path before giving up -- default nodes local node_fire = "fire:basic_flame" local node_permanent_flame = "fire:permanent_flame" local node_ice = "default:ice" local node_snowblock = "default:snowblock" local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" local mob_class = { stepheight = 1.1, -- was 0.6 fly_in = "air", owner = "", order = "", jump_height = 4, -- was 6 -- RJK: lifetimer = codermobs_lifetimer , physical = true, collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, visual_size = {x = 1, y = 1}, makes_footstep_sound = false, view_range = 5, walk_velocity = 1, run_velocity = 2, light_damage = 0, light_damage_min = 14, light_damage_max = 15, water_damage = 0, lava_damage = 0, suffocation = 2, fall_damage = 1, fall_speed = -10, -- must be lower than -2 (default: -10) drops = {}, armor = 100, sounds = {}, jump = true, knock_back = true, walk_chance = 80 , stand_chance = 20 , attack_chance = 5, passive = false, blood_amount = 5, blood_texture = "mobs_blood.png", shoot_offset = 0, floats = 0, replace_offset = 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 = 3, htimer = 0, docile_by_day = false, time_of_day = 0.5, fear_height = 0, runaway_timer = 0, immune_to = {}, explosion_timer = 3, allow_fuse_reset = true, stop_to_explode = true, dogshoot_count = 0, dogshoot_count_max = 5, dogshoot_count2_max = 5, group_attack = false, attack_monsters = false , attack_animals = false , attack_players = false , pathfinding = false , pathdigging = false , -- RJK: Turn *off* Attack NPCs by Default. What was TenPlus1 thinking? attack_npcs = false , facing_fence = false , _cmi_is_mob = true , } local mob_class_meta = { __index = mob_class } -- =================================================================== -- play sound function mob_class:mob_sound (sound) if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance }) end end -- =================================================================== -- attack player/mob function mob_class:do_attack(player) local sopos = ocutil.get_sopos (self) if sopos == nil then return end if self.state == "attack" then return end self.attack = player self.state = "attack" if random (0, 100) < 90 then self:mob_sound (self.sounds.war_cry) end end -- =================================================================== -- calculate distance local get_distance = function (a, b) if (a == nil) or (b == nil) then return 0 end 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 -- =================================================================== -- collision function based on jordan4ibanez' open_ai mod function mob_class:collision() local sopos = ocutil.get_sopos (self) if sopos == nil then return ({ 0, 0 }) end local x, z = 0, 0 local vel = self.object:get_velocity() local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in ipairs(minetest.get_objects_inside_radius (sopos, width)) do if object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then local pos2 = object:get_pos() if pos2 == nil then object:remove() else local vec = {x = sopos.x - pos2.x, z = sopos.z - pos2.z} x = x + vec.x z = z + vec.z end end end return ({ x, z }) end -- =================================================================== function mob_class:one_swim_stop (pos, dx, dz, flytable, dist, mode) local npos = { x = pos.x + (dx * dist) , y = pos.y , z = pos.z + (dz * dist) , } local nname = minetest.get_node (npos).name for _, fly_in in pairs (flytable) do if type (fly_in) == "string" and nname == fly_in then return false end end return true end -- =================================================================== function mob_class:swim_edge() local sopos = ocutil.get_sopos (self) if sopos == nil then return false end if self.fly_in == nil then return false end if self:flight_check() ~= true then return false end local flytable = {} if type (self.fly_in) == "string" then flytable = { self.fly_in } elseif type (self.fly_in) == "table" then flytable = self.fly_in else return false end local yaw = (self.object:get_yaw() or 0) + self.rotate local dx = -sin (yaw) local dz = cos (yaw) if false then -- Not presently used local vel_vec = self.object:getvelocity() local vx = vel_vec.x local vz = vel_vec.z end if self:one_swim_stop (sopos, dx, dz, flytable, 1.5) then return true end return false end -- =================================================================== -- move mob in facing direction function mob_class:set_velocity (v) local sopos = ocutil.get_sopos (self) if sopos == nil then return end local c_x, c_y = 0, 0 -- Can mob be pushed? If so, calculate direction. if self.pushable then c_x, c_y = unpack (self:collision()) end -- Halt mob if it's been ordered to stay. if self.order == "stand" then self.object:set_velocity ({x = 0, y = 0, z = 0}) return end local yaw = (self.object:get_yaw() or 0) + self.rotate local v_y = self.object:get_velocity().y if not v_y or v_y ~= v_y then v_y = 0 end if v ~= 0 and self.fly_in ~= nil and self:swim_edge (self) then v = 0 end self.object:set_velocity ({ x = (sin (yaw) * -v) + c_x , y = v_y , z = (cos (yaw) * v) + c_y , }) end -- =================================================================== -- global version of above function function mobs:set_velocity (entity, v) mob_class.set_velocity (entity, v) end -- =================================================================== -- calculate mob velocity function mob_class:get_velocity() local sopos = ocutil.get_sopos (self) if sopos == nil then return 0 end local v = self.object:get_velocity() return (v.x * v.x + v.z * v.z) ^ 0.5 end -- =================================================================== -- set and return valid yaw function mob_class:set_yaw (yaw, delay) local sopos = ocutil.get_sopos (self) if sopos == nil then return 0 end if not yaw or yaw ~= yaw then yaw = 0 end delay = delay or 0 if delay == 0 then self.object:set_yaw (yaw) return yaw end self.target_yaw = yaw self.delay = delay if self.fly_in ~= nil and self:swim_edge (self) then self:set_velocity (0) end return yaw end -- =================================================================== -- global function to set mob yaw function mobs:yaw (entity, yaw, delay) mob_class.set_yaw (entity, yaw, delay) end -- =================================================================== -- set defined animation function mob_class:set_animation (anim) if not self.animation or not anim then return end self.animation.current = self.animation.current or "" -- only set different animation for attacks when setting to same set if anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end -- check for more than one animation local num = 0 for n = 1, 4 do local xan = anim .. n if self.animation ["start_" .. xan] and self.animation ["end_" .. xan] then num = n end if self.animation [xan .. "_start"] and self.animation [xan .. "_end" ] then num = n end end -- choose random animation from set if num > 0 then num = random (0, num) anim = anim .. (num ~= 0 and num or "") end local xa = self.animation [ anim .. "_start" ] or self.animation [ "start_" .. anim ] local ya = self.animation [ anim .. "_end" ] or self.animation [ "end_" .. anim ] local loopa = self.animation [ anim .. "_loop" ] or self.animation [ "loop_" .. anim ] local speeda = self.animation [ anim .. "_speed" ] or self.animation [ "speed_" .. anim ] or self.animation.normal_speed or self.animation.speed_normal or 15 if xa == nil then xa = "" end if ya == nil then ya = "" end if anim == self.animation.current or xa=="" or ya=="" then return end self.animation.current = anim self.object:set_animation ({ x=xa, y =ya } , speeda, 0, loopa ~= false) end -- =================================================================== -- above function exported for mount.lua function mobs:set_animation(entity, anim) mob_class.set_animation(entity, anim) end -- =================================================================== -- check line of sight (BrunoMine) function mob_class:line_of_sight (pos1, pos2, stepsize) stepsize = stepsize or 1 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- Target Distance (td) to travel local td = get_distance(pos1, pos2) -- Actual Distance (ad) traveled local ad = 0 -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'normal' nodebox. while minetest.registered_nodes [nn] and (minetest.registered_nodes [nn].walkable == false) do -- or minetest.registered_nodes [nn].drawtype == "nodebox") do -- Check if you can still move forward if td < ad + stepsize then return true -- Reached the target end -- Moves the analyzed pos local d = get_distance(pos1, pos2) npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z -- NaN checks if d == 0 or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then return false end ad = ad + stepsize -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- =================================================================== -- check line of sight (by BrunoMine, tweaked by Astrobe) function mob_class:NEW_line_of_sight(pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 local stepv = vector.multiply(vector.direction(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'normal' nodebox. while minetest.registered_nodes [nn] and (minetest.registered_nodes [nn].walkable == false) do -- or minetest.registered_nodes [nn].drawtype == "nodebox") do npos1 = vector.add(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- =================================================================== function mobs:line_of_sight (entity, pos1, pos2, stepsize) return mob_class.line_of_sight (entity, pos1, pos2, stepsize) end -- =================================================================== -- Are we flying in what we're supposed to? (taikedz) function mob_class:flight_check() local sopos = ocutil.get_sopos (self) if sopos == nil then return false end local def = minetest.registered_nodes [self.standing_in] if not def then return false end if self.fly_low ~= nil then self.fly_low = tonumber (self.fly_low ) end if self.fly_high ~= nil then self.fly_high = tonumber (self.fly_high ) end if type (self.fly_in) == "string" and self.fly_in == "air" then if self.fly_low == nil then self.fly_low = 20 end if self.fly_high == nil or self.fly_high < self.fly_low + 40 then self.fly_high = self.fly_low + 40 end end if self.fly_low ~= nil then if self.fly_high == nil or self.fly_high < self.fly_low then self.fly_high = self.fly_low end end local nod = self.standing_in local tab = self.fly_in if type (self.fly_in) == "string" then tab = { self.fly_in } end for _, fly_in in pairs (tab) do if nod == fly_in or nod == fly_in:gsub ("_source", "_flowing") then if self.fly_low ~= nil and self.fly_high ~= nil then if sopos.y < self.fly_low or sopos.y > self.fly_high then return false end end return true end end -- TenPlus1 says: Stop mobs getting stuck inside stairs and plantlike -- nodes. -- RJK comments: How? Is this code correct? if false and def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then return true end return false end -- =================================================================== function mob_class:attempt_flight_correction() local sopos = ocutil.get_sopos (self) if sopos == nil then return false end local fcok = false if self:flight_check() then fcok = true if (self.fly_in ~= "air") or (math.random (1, 50) ~= 1) then local v = self.object:get_velocity() self.object:set_velocity ({ x = v.x, y = 0, z = v.z }) return true end end -- We're not flying in what, or where, we're supposed to be flying. -- See if we can find intended flight medium and return to it. local searchnodes = self.fly_in if type (searchnodes) == "string" then searchnodes = { self.fly_in } end local delta = 1 local ymid = sopos.y if self.fly_in == "air" then -- 220425 RJK: Partial fix for mobs at high altitudes if self.fly_low < ymid - 100 or self.fly_high > ymid + 100 then self.fly_low = ymid - 15 self.fly_high = ymid + 15 end if fcok then delta = 0 ymid = math.random (self.fly_low + 1 , self.fly_high - 1) elseif sopos.y < self.fly_low then ymid = self.fly_low + 1 elseif sopos.y > self.fly_high then ymid = self.fly_high - 1 end end local flyable_nodes = minetest.find_nodes_in_area ( { x = sopos.x - delta, y = ymid - 1, z = sopos.z - delta } , { x = sopos.x + delta, y = ymid + 1, z = sopos.z + delta } , searchnodes) if #flyable_nodes < 1 then if fcok then return true end return false end local escape_target = flyable_nodes [math.random (1, #flyable_nodes)] local escape_direction = vector.direction (sopos, escape_target) local rv = self.run_velocity local vec = vector.multiply (escape_direction, rv) if (vec.y > 0) and (vec.y < 2) then vec.y = 2 end self.object:set_velocity (vec) return true end -- =================================================================== -- If self.stay_near set then check periodically for nodes and turn to -- face/move function mob_class:do_stay_near() local sopos = ocutil.get_sopos (self) if sopos == nil then return false end if not self.stay_near then return false end local searchnodes = self.stay_near[1] local chance = self.stay_near[2] or 10 if random (1, chance) > 1 then return false end if type(searchnodes) == "string" then searchnodes = {self.stay_near[1]} end local r = self.view_range local nearby_nodes = minetest.find_nodes_in_area( {x = sopos.x - r, y = sopos.y - 1, z = sopos.z - r } , {x = sopos.x + r, y = sopos.y + 1, z = sopos.z + r } , searchnodes) if #nearby_nodes < 1 then return false end local target = nearby_nodes [math.random (1, #nearby_nodes)] local direction = vector.direction (sopos, target) local vec = { x = target.x - sopos.x , z = target.z - sopos.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if target.x > sopos.x then yaw = yaw + pi end yaw = self:set_yaw (yaw, 4) self:set_animation ("walk") self:set_velocity (self.walk_velocity) return true end -- =================================================================== -- custom particle effects local effect = function (pos, amount, texture, min_size, max_size, radius, gravity, glow) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 glow = glow or 0 minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = -radius, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow, }) end -- =================================================================== -- update nametag colour function mob_class:update_tag() local sopos = ocutil.get_sopos (self) if sopos == nil then return end local col = "#00FF00" local qua = self.hp_max / 4 if self.health <= floor(qua * 3) then col = "#FFFF00" end if self.health <= floor(qua * 2) then col = "#FF6600" end if self.health <= floor(qua) then col = "#FF0000" end self.object:set_properties({ nametag = self.nametag, nametag_color = col }) end -- =================================================================== -- drop items function mob_class:item_drop() local sopos = ocutil.get_sopos (self) if sopos == nil then return end -- check for nil or no drops if not self.drops or #self.drops == 0 then return end -- no drops if disabled by setting if not mobs_drop_items then return end -- no drops for child mobs if self.child then return end -- was mob killed by player? local death_by_player = self.cause_of_death and self.cause_of_death.puncher and self.cause_of_death.puncher:is_player() or nil local obj, item, num for n = 1, #self.drops do if random(1, self.drops[n].chance) == 1 then num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name -- cook items on a hot death if self.cause_of_death.hot then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- only drop rare items (drops.min=0) if killed by player if death_by_player then obj = minetest.add_item (sopos, ItemStack(item .. " " .. num)) elseif self.drops[n].min ~= 0 then obj = minetest.add_item (sopos, ItemStack(item .. " " .. num)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = random(-10, 10) / 9, y = 6, z = random(-10, 10) / 9, }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- =================================================================== -- check if mob is dead or only hurt function mob_class:check_for_death (cmi_cause) local sopos = ocutil.get_sopos (self) if sopos == nil then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then self:mob_sound(self.sounds.damage) -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- backup nametag so we can show health stats if not self.nametag2 then self.nametag2 = self.nametag or "" end if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() end return false end self.cause_of_death = cmi_cause -- drop items self:item_drop() self:mob_sound(self.sounds.death) -- execute custom death function if self.on_die then self:on_die (sopos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end self.object:remove() return true end -- default death function and die animation (if defined) if self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 local length = max(frames / speed, 0) self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" self:set_velocity(0) self:set_animation("die") minetest.after(length, function(self) if use_cmi and self.object:get_luaentity() then cmi.notify_die(self.object, cmi_cause) end self.object:remove() end, self) else if use_cmi then cmi.notify_die(self.object, cmi_cause) end self.object:remove() end effect (sopos, 20, "tnt_smoke.png") return true end -- =================================================================== -- Is mob facing a cliff? function mob_class:is_at_cliff() local sopos = ocutil.get_sopos (self) if sopos == nil then return false end if self.fear_height == 0 then -- 0 for no falling protection! return false end -- RJK: Bug fix for old mobs -- Old: -- local yaw = self.object:get_yaw() -- New: local yaw = (self.object:get_yaw() or 0) + self.rotate local sfh = self.fear_height -- TenPlus1 code below patched to use "sfh" local dir_x = -sin (yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos (yaw) * (self.collisionbox[4] + 0.5) local ypos = sopos.y + self.collisionbox[2] -- just above floor if minetest.line_of_sight ( { x = sopos.x + dir_x, y = ypos , z = sopos.z + dir_z } , { x = sopos.x + dir_x, y = ypos - sfh , z = sopos.z + dir_z } , 1) then return true end -- RJK: Bug fix that makes this routine work in more cases dir_x = sin (yaw) * 2 dir_z = cos (yaw) * 2 if (sfh > 2) and minetest.line_of_sight ( { x = sopos.x + dir_x, y = sopos.y , z = sopos.z + dir_z } , { x = sopos.x + dir_x, y = sopos.y - sfh , z = sopos.z + dir_z } , 1) then return true end return false end -- =================================================================== -- get node but use fallback for nil or unknown local node_ok = function (pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes [node.name] then return node end return minetest.registered_nodes [fallback] end -- =================================================================== -- environmental damage (water, lava, fire, light etc.) function mob_class:do_env_damage() local sopos = ocutil.get_sopos (self) if sopos == nil then return end -- 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 self:update_tag() end -- Remove mob if standing inside ignore node if self.standing_in == "ignore" then self.object:remove() return end self.time_of_day = minetest.get_timeofday() -- Is mob light sensitive or scared of the dark? :P if self.light_damage ~= 0 then local light = minetest.get_node_light (sopos) or 0 if light >= self.light_damage_min and light <= self.light_damage_max then self.health = self.health - self.light_damage effect (sopos, 5, "tnt_smoke.png") if self:check_for_death ({type = "light"}) then return end -- RJK: Support mobs bursting into flames if self.light_flames ~= nil and self.light_flames then local yaw = (self.object:get_yaw() or 0) + self.rotate local vvec = self.object:getvelocity() local xdelta = 2 * sin (yaw) + vvec.x local ydelta = math.random() - 0.5 local zdelta = 2 * cos (yaw) + vvec.z local ent1 = minetest.add_entity ({ x = sopos.x + xdelta , y = sopos.y + ydelta , z = sopos.z + zdelta , } , "codermobs:vombie_flame") ent1:set_attach (self.object, "", { x=xdelta , y=ydelta , z=zdelta } , { x=0 , y=0 , z=0 }) end end end local nodef = minetest.registered_nodes [self.standing_in] local efpos = ocutil.clone_table (sopos) efpos.y = efpos.y + 1 -- for particle effect position -- water if self.water_damage and nodef.groups.water then if self.water_damage ~= 0 then self.health = self.health - self.water_damage effect (efpos, 5, "bubble.png", nil, nil, 1, nil) if self:check_for_death({type = "environment", pos = sopos, node = self.standing_in}) then return end end -- lava or fire or ignition source elseif self.lava_damage and nodef.groups.igniter then -- and (nodef.groups.lava -- or self.standing_in == node_fire -- or self.standing_in == node_permanent_flame) then if self.lava_damage ~= 0 then self.health = self.health - self.lava_damage effect (efpos, 5, "fire_basic_flame.png", nil, nil, 1, nil) if self:check_for_death({type = "environment", pos = sopos, node = self.standing_in, hot = true}) then return end end -- damage_per_second node check elseif nodef.damage_per_second ~= 0 then self.health = self.health - nodef.damage_per_second effect (efpos, 5, "tnt_smoke.png") if self:check_for_death({type = "environment", pos = sopos, node = self.standing_in}) then return end end --[[ --- suffocation inside solid node if self.suffocation ~= 0 and nodef.walkable == true and nodef.groups.disable_suffocation ~= 1 and nodef.drawtype == "normal" then self.health = self.health - self.suffocation if self:check_for_death({type = "environment", pos = sopos, node = self.standing_in}) then return end end ]] self:check_for_death ({type = "unknown"}) end -- =================================================================== -- jump if facing a solid node (not fences or gates) function mob_class:do_jump() local sopos = ocutil.get_sopos (self) if sopos == nil then return false end if not self.jump or self.jump_height == 0 or self.fly or self.child or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local yaw = self.object:get_yaw() -- what is mob standing on? local stpos = ocutil.clone_table (sopos) stpos.y = stpos.y + self.collisionbox[2] - 0.2 local nod = node_ok (stpos) --print ("standing on:", nod.name, pos.y) if minetest.registered_nodes [nod.name].walkable == false then return false end -- where is front local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) -- what is in front of mob? local nod = node_ok ({ x = stpos.x + dir_x , y = stpos.y + 0.5 , z = stpos.z + dir_z , }) -- thin blocks that do not need to be jumped if nod.name == node_snow then return false end if self.walk_chance == 0 or minetest.registered_items[nod.name].walkable then if not nod.name:find("fence") and not nod.name:find("gate") then local v = self.object:get_velocity() v.y = self.jump_height self:set_animation("jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after (0.3, function (self, v) if self.object:get_luaentity() then self.object:set_acceleration ({ x = v.x * 2,--1.5, y = 0, z = v.z * 2,--1.5 }) end end, self, v) if self:get_velocity() > 0 then self:mob_sound(self.sounds.jump) end else self.facing_fence = true end -- if we jumped against a block/wall 4 times then turn if self.object:get_velocity().x ~= 0 or self.object:get_velocity().z ~= 0 then self.jump_count = (self.jump_count or 0) + 1 --print ("----", self.jump_count) if self.jump_count == 4 then local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw(yaw + 1.35, 8) --print ("---- turn") self.jump_count = 0 end end return true end return false end -- =================================================================== -- blast damage to entities nearby (modified from TNT mod) local entity_physics = function (pos, radius) if pos == nil then return end radius = radius * 2 local objs = minetest.get_objects_inside_radius (pos, radius) local obj_pos, dist for n = 1, #objs do obj_pos = objs [n]:get_pos() if obj_pos == nil then objs [n]:remove() else dist = get_distance (pos, obj_pos) if dist < 1 then dist = 1 end local damage = floor((4 / dist) * radius) local ent = objs [n]:get_luaentity() -- punches work on entities AND players objs [n]:punch(objs [n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end end -- =================================================================== -- should mob follow what I'm holding ? function mob_class:follow_holding (clicker) local sopos = ocutil.get_sopos (self) if sopos == nil then return false end if mobs.invis[clicker:get_player_name()] then return false end local item = clicker:get_wielded_item() local holdname = item:get_name():gsub ("_set$", "") local t = type(self.follow) -- single item if t == "string" and holdname == self.follow then return true -- multiple items elseif t == "table" then for no = 1, #self.follow do if self.follow[no] == holdname then return true end end end return false end -- =================================================================== -- find two animals of same type and breed if nearby and ready function mob_class:breed() local sopos = ocutil.get_sopos (self) if sopos == nil then return end -- child takes 240 seconds before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 if self.hornytimer > 240 then self.child = false self.hornytimer = 0 self.object:set_properties({ textures = self.base_texture, mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, selectionbox = self.base_selbox, }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else -- jump when fully grown so as not to fall into ground self.object:set_velocity ({ x = 0 , y = self.jump_height , z = 0 , }) end end return end -- horny animal can mate for 40 seconds, -- afterwards horny animal cannot mate again for 200 seconds if self.horny == true and self.hornytimer < 240 then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= 240 then self.hornytimer = 0 self.horny = false end end -- find another same animal who is also horny and mate if nearby if self.horny == true and self.hornytimer <= 40 then effect({x = sopos.x, y = sopos.y + 1, z = sopos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius (sopos, 3) local num = 0 local ent = nil for n = 1, #objs do ent = objs [n]:get_luaentity() -- check for same animal with different colour local canmate = false if ent then if ent.name == self.name then canmate = true else local entname = string.split(ent.name,":") local selfname = string.split(self.name,":") if entname[1] == selfname[1] then entname = string.split(entname[2],"_") selfname = string.split(selfname[2],"_") if entname[1] == selfname[1] then canmate = true end end end end if ent and canmate == true and ent.horny == true and ent.hornytimer <= 40 then num = num + 1 end -- found your mate? then have a baby if num > 1 then self.hornytimer = 41 ent.hornytimer = 41 -- spawn baby minetest.after(5, function(self, ent) if not self.object:get_luaentity() then return end -- custom breed function if self.on_breed then -- when false skip going any further if self:on_breed(ent) == false then return end else effect (sopos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) end local mob = minetest.add_entity (sopos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture -- using specific child texture (if found) if self.child_texture then textures = self.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = self.base_size.x * .5, y = self.base_size.y * .5, }, collisionbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5, }, selectionbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5, }, }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner end, self, ent) num = 0 break end end end end -- =================================================================== -- find and replace what mob is looking for (grass, wheat etc.) function mob_class:replace (pos) local sopos = ocutil.get_sopos (self) if sopos == nil then return end if pos == nil then return end if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 or random(1, self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset if #minetest.find_nodes_in_area (pos, pos, what) > 0 then -- print ("replace node = ".. minetest.get_node(pos).name, pos.y) local oldnode = {name = what} local newnode = {name = with} local on_replace_return if self.on_replace then on_replace_return = self:on_replace(pos, oldnode, newnode) end if on_replace_return ~= false then minetest.set_node (pos, {name = with}) end end end -- =================================================================== -- check if daytime and also if mob is docile during daylight hours function mob_class:day_docile() local sopos = ocutil.get_sopos (self) if sopos == nil then return true end if all_hostile == true then return false end 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 return false end -- =================================================================== local los_switcher = false local height_switcher = false -- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 function mob_class:smart_mobs (s, p, dist, dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return end local target_pos = self.attack:get_pos() if target_pos == nil then return end local s1 = self.path.lastpos -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 end self.path.lastpos = {x = s.x, y = s.y, z = s.z} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {x = s.x, y = (s.y) + .5, z = s.z}, {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) -- im stuck, search for path if not has_lineofsight then if los_switcher == true then use_pathfind = true los_switcher = false end -- cannot see target! else if los_switcher == false then los_switcher = true use_pathfind = false minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end -- can see target! end if (self.path.stuck_timer > stuck_timeout and not self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after (1, function (self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if abs(vector.subtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true height_switcher = false end else if not height_switcher then use_pathfind = false height_switcher = true end end if use_pathfind then -- lets try find a path, first take care of positions -- since pathfinder is very sensitive local sheight = self.collisionbox[5] - self.collisionbox[2] -- round position to center of node to avoid stuck in walls -- also adjust height for player models! s.x = floor(s.x + 0.5) -- s.y = floor(s.y + 0.5) - sheight s.z = floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground if not ssight then s.y = sground.y + 1 end local p1 = target_pos p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) local dropheight = 6 if self.fear_height ~= 0 then dropheight = self.fear_height end if pathfinder_mod then self.path.way = pathfinder.find_path (s, p1, self, dtime) else self.path.way = minetest.find_path (s, p1, 16, self.stepheight, dropheight, "Dijkstra") end --[[ -- show path using particles if self.path.way and #self.path.way > 0 then print ("-- path length:" .. tonumber(#self.path.way)) for _,pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 1, size = 4, collisiondetection = false, vertical = false, texture = "heart.png", }) end end ]] self.state = "" self:do_attack(self.attack) -- no path found, try something else if not self.path.way then self.path.following = false -- 220502 RJK: Fix a long-standing Mobs Redo bug -- let's make way by digging/building if not accessible if self.pathdigging and mobs_griefing then -- is player higher than mob? if s.y < p1.y then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes [self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mobs.fallback_node}) end end local sheight = math.ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight -- remove one block above to make room to jump if not minetest.is_protected(s, "") then local node1 = node_ok (s, "air").name local ndef1 = minetest.registered_nodes [node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.set_node(s, {name = "air"}) minetest.add_item (s, ItemStack(node1)) end end s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + pi / 2 local p1 = { x = s.x + cos(yaw1), y = s.y, z = s.z + sin(yaw1) } if not minetest.is_protected(p1, "") then local node1 = node_ok (p1, "air").name local ndef1 = minetest.registered_nodes [node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item (p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 node1 = node_ok (p1, "air").name ndef1 = minetest.registered_nodes [node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item (p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end end end end -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 -- frustration! cant find the damn path :( --self:mob_sound(self.sounds.random) else -- yay i found path self:mob_sound(self.sounds.war_cry) self:set_velocity (self.walk_velocity) -- follow path now that it has it self.path.following = true end end end -- =================================================================== -- specific attacks local specific_attack = function (list, what) -- RJK: This code seems to have been completely incorrect before if list == nil then return false end -- Found entity on list to attack? for no = 1, #list do if list [no] == what then return true end end return false end -- =================================================================== -- general attack function for all mobs function mob_class:general_attack() local sopos = ocutil.get_sopos (self) if sopos == nil then return end -- return if already attacking, passive or docile during day if ((self.passive == true) and (all_hostile == false)) or self.state == "attack" or self:day_docile() then return end local vr = self.view_range if all_hostile then vr = HOSTILE_MODE_VR end local objs = minetest.get_objects_inside_radius (sopos, vr) -- Remove entities that we aren't interested in for n = 1, #objs do local ent = objs [n]:get_luaentity() local plpos = objs [n]:get_pos() if plpos == nil then objs [n]:remove() objs [n] = nil elseif objs [n]:is_player() then -- Potential target is a player -- If player is invisible or mob isn't set up to attack -- then remove player from list local skip_it = false if (self.type == "monster" ) and (self.passive == false ) then self.attack_players = true end if ((self.attack_players == false) and (all_hostile == false)) then skip_it = true end if (self.owner ~= nil) and (self.owner ~= "") and (self.type ~= "monster") then skip_it = true end if mobs.invis [objs [n]:get_player_name()] then skip_it = true end -- RJK: This code isn't quite correct yet, but it should help to re- -- duce the annoying behavior where a hostile mob that's under you -- spins like a top. if skip_it == false then local xd = math.abs (plpos.x - sopos.x) local yd = math.abs (plpos.y - sopos.y) local zd = math.abs (plpos.z - sopos.z) if (yd > 2) and (xd < 3) and (zd < 3) then skip_it = true end end if skip_it == true then objs [n] = nil end -- or is it a mob? elseif ent and ent._cmi_is_mob then -- RJK: This code seems to have been incorrect before local aflag = false if (self.attack_animals and ent.type == "animal" ) or (self.attack_monsters and ent.type == "monster" ) or (self.attack_npcs and ent.type == "npc" ) or specific_attack (self.specific_attack, ent.name) then aflag = true end -- remove mobs not to attack if (not aflag) or (self.name == ent.name) then objs [n] = nil end -- remove all other entities else objs [n] = nil end end local p, sp, dist, min_ent local min_dist = vr + 1 -- Go through remaining entities and select closest for _, ent in pairs (objs) do p = ent:get_pos() if p ~= nil then sp = ocutil.clone_table (sopos) dist = get_distance (p, sopos) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 -- choose closest entity to attack that isn't self if dist ~= 0 and dist < min_dist and self:line_of_sight (sp, p, 2) == true then min_dist = dist min_ent = ent end end end -- Attack closest entity if min_ent then local ao = self.attack_odds if min_ent:is_player() then ao = 200 end if random (1, 100) <= ao then self:do_attack (min_ent) end end end -- =================================================================== -- specific runaway local specific_runaway = function (list, what) -- no list so do not run if list == nil then return false end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- =================================================================== -- find someone to run away from function mob_class:do_runaway_from() local sopos = ocutil.get_sopos (self) if sopos == nil then return end if not self.runaway_from then return end local p, sp, dist, pname local player, obj, min_player, name local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius (sopos, self.view_range) for n = 1, #objs do local obj_pos = objs [n]:get_pos() if obj_pos == nil then local x = 42 -- object is invalid elseif objs [n]:is_player() then pname = objs [n]:get_player_name() if mobs.invis [pname] or self.owner == pname then name = "" else player = objs [n] name = "player" end else obj = objs [n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and specific_runaway(self.runaway_from, name) then p = player:get_pos() sp = ocutil.clone_table (sopos) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 dist = get_distance (p, sopos) -- choose closest player/mob to run away from if dist < min_dist and self:line_of_sight (sp, p, 2) == true then min_dist = dist min_player = player end end end if min_player then local lp = player:get_pos() local vec = { x = lp.x - sopos.x , y = lp.y - sopos.y , z = lp.z - sopos.z , } local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate if lp.x > sopos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, 4) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- =================================================================== -- follow player if owner or holding item, if fish outta water then flop function mob_class:follow_flop() local sopos = ocutil.get_sopos (self) if sopos == nil then return end -- 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 players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:get_pos(), sopos) < self.view_range and not mobs.invis[ players[n]:get_player_name() ] then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.owner ~= "" then -- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item if self.following and self.following:is_player() and self:follow_holding(self.following) == false then self.following = nil end end -- follow that thing if self.following then local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() if p == nil then self.following = nil return end end if p then local dist = get_distance (p, sopos) -- dont follow if out of range if dist > self.view_range then self.following = nil else local vec = { x = p.x - sopos.x , z = p.z - sopos.z , } local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > sopos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, 6) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then self:set_velocity (self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation ("walk") end else self:set_velocity (0) self:set_animation ("stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then if not self:attempt_flight_correction() then self.state = "flop" self.object:set_velocity({x = 0, y = -5, z = 0}) self:set_animation("stand") return elseif self.state == "flop" then self.state = "stand" end end end -- =================================================================== -- dogshoot attack switch and counter function function mob_class:dogswitch(dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return 0 end -- switch mode not activated if not self.dogshoot_switch or not dtime then return 0 end self.dogshoot_count = self.dogshoot_count + dtime if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max) or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 if self.dogshoot_switch == 1 then self.dogshoot_switch = 2 else self.dogshoot_switch = 1 end end return self.dogshoot_switch end -- =================================================================== -- execute current state (stand, walk, run, attacks) function mob_class:do_states (dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return end local yaw = self.object:get_yaw() or 0 local vr = self.view_range if all_hostile then vr = HOSTILE_MODE_VR end if self.state == nil then self.state = "stand" end if self.state == "stand" then if random(1, 4) == 1 then local lp = nil local objs = minetest.get_objects_inside_radius (sopos, 3) for n = 1, #objs do if objs [n]:is_player() then lp = objs [n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly if lp then local vec = { x = lp.x - sopos.x , z = lp.z - sopos.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if lp.x > sopos.x then yaw = yaw + pi end else yaw = yaw + random(-0.5, 0.5) end yaw = self:set_yaw(yaw, 8) end self:set_velocity(0) self:set_animation("stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true and random (100) <= self.walk_chance and self:is_at_cliff() == false then self:set_velocity (self.walk_velocity) self.state = "walk" self:set_animation ("walk") end elseif self.state == "walk" then 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 (sopos, 1, {"group:water", "group:lava"}) elseif self.water_damage > 0 then lp = minetest.find_node_near (sopos, 1, {"group:water"}) elseif self.lava_damage > 0 then lp = minetest.find_node_near (sopos, 1, {"group:lava"}) end if lp then -- if mob in water or lava then look for land if (self.lava_damage and minetest.registered_nodes [self.standing_in].groups.lava) or (self.water_damage and minetest.registered_nodes [self.standing_in].groups.water) then lp = minetest.find_node_near (sopos, 5, {"group:soil", "group:stone", "group:sand", node_ice, node_snowblock}) -- did we find land? if lp then local vec = { x = lp.x - sopos.x , z = lp.z - sopos.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if lp.x > sopos.x then yaw = yaw + pi end -- look towards land and jump/move in that direction yaw = self:set_yaw(yaw, 6) self:do_jump() self:set_velocity(self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) end else local vec = { x = lp.x - sopos.x , z = lp.z - sopos.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if lp.x > sopos.x then yaw = yaw + pi end end yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn elseif random(1, 100) <= 30 then yaw = yaw + random(-0.5, 0.5) yaw = self:set_yaw(yaw, 8) end -- stand for great fall in front local temp_is_cliff = self:is_at_cliff() -- 220429 RJK: Implement "stand_chance" if self.facing_fence == true or temp_is_cliff or random (100) <= self.stand_chance then self:set_velocity (0) self.state = "stand" self:set_animation ("stand") else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation("fly") else self:set_animation("walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or self:is_at_cliff() or self.order == "stand" then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation("stand") else self:set_velocity(self.run_velocity) self:set_animation("walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- calculate distance from mob and enemy local p = self.attack:get_pos() or sopos local dist = get_distance (p, sopos) -- RJK: This code isn't quite correct yet, but it should help to re- -- duce the annoying behavior where a hostile mob that's under you -- spins like a top. local xd = math.abs (p.x - sopos.x) local yd = math.abs (p.y - sopos.y) local zd = math.abs (p.z - sopos.z) if (yd > 2) and (xd < 3) and (zd < 3) then dist = vr + 1 end -- stop attacking if player invisible or out of range if dist > vr or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 or (self.attack:is_player() and mobs.invis [self.attack:get_player_name()]) then self.state = "stand" self:set_velocity(0) self:set_animation("stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end if self.attack_type == "explode" then local vec = { x = p.x - sopos.x , z = p.z - sopos.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > sopos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and self:line_of_sight(sopos, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound(self.sounds.fuse) -- print ("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist > self.reach or not self:line_of_sight(sopos, p, 2)) then self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self.object:settexturemod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then self:set_velocity(0) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then self.blinktimer = 0 if self.blinkstatus then self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > self.explosion_timer then -- Don't damage anything if area protected or next to water if minetest.find_node_near (sopos, 1, {"group:water"}) or minetest.is_protected (sopos, "") then node_break_radius = 1 end self.object:remove() if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected (sopos, "") then tnt.boom (sopos, { radius = node_break_radius, damage_radius = entity_damage_radius, sound = self.sounds.explode, }) else minetest.sound_play(self.sounds.explode, { pos = sopos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }) entity_physics (sopos, entity_damage_radius) effect (sopos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) end return end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then if self.fly and dist > self.reach then local me_y = floor (sopos.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check() then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ 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-sopos.x) + abs(p1.z - sopos.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 - sopos.x , z = p.z - sopos.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > sopos.x then yaw = yaw + pi end yaw = self:set_yaw(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 self:smart_mobs (sopos, p, dist, dtime) end if self:is_at_cliff() then self:set_velocity(0) self:set_animation("stand") else if self.path.stuck then self:set_velocity(self.walk_velocity) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end end else -- rnd: if inside reach range self.path.stuck = false self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore self:set_velocity(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 -- self:set_animation("punch2") -- else self:set_animation("punch") -- end local p2 = p local s2 = ocutil.clone_table (sopos) p2.y = p2.y + .5 s2.y = s2.y + .5 if self:line_of_sight(p2, s2) == true then -- play attack sound self:mob_sound(self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = self.damage} }, nil) end end else -- call custom attack every second if self.custom_attack and self.timer > 1 then self.timer = 0 self:custom_attack(p) end end end elseif self.attack_type == "shoot" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) or (self.attack_type == "dogshoot" and dist > self.reach and self:dogswitch() == 0) then local s2 = ocutil.clone_table (sopos) p.y = p.y - .5 s2.y = s2.y + .5 local dist = get_distance(p, s2) local vec = { x = p.x - s2.x , y = p.y - s2.y , z = p.z - s2.z , } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if p.x > s2.x then yaw = yaw + pi end yaw = self:set_yaw (yaw) self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval and random(1, 100) <= 60 then self.timer = 0 self:set_animation("shoot") -- play shoot attack sound self:mob_sound(self.sounds.shoot_attack) local p = ocutil.clone_table (sopos) p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if minetest.registered_entities[self.arrow] then local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 local v = ent.velocity or 1 -- or set to default ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- offset makes shoot aim accurate vec.y = vec.y + self.shoot_offset vec.x = vec.x * (v / amount) vec.y = vec.y * (v / amount) vec.z = vec.z * (v / amount) obj:set_velocity(vec) end end end end end -- =================================================================== function mob_class:is_liquid_pos (pos) local nname = node_ok (pos).name if minetest.registered_nodes [nname].groups.liquid then return true end return false end -- =================================================================== -- falling and fall damage function mob_class:falling (pos) local sopos = ocutil.get_sopos (self) if sopos == nil then return end if pos == nil then return end if self.fly or self.disable_falling then return end local v = self.object:get_velocity() if v.y > 0 then -- apply gravity when moving up self.object:set_acceleration({ x = 0, y = -10, z = 0 }) elseif v.y <= 0 and v.y > self.fall_speed then -- fall downwards at set speed self.object:set_acceleration({ x = 0, y = self.fall_speed, z = 0 }) else -- stop accelerating once max fall speed hit self.object:set_acceleration({x = 0, y = 0, z = 0}) end local liquid = self:is_liquid_pos (pos) if self.floats == 1 and liquid then local upos = ocutil.clone_table (pos) for ii = 10,1,-1 do upos.y = pos.y + (ii / 10) if self:is_liquid_pos (upos) then self.object:setpos (upos) break end end v.y = 0 self.old_y = self.object:getpos().y self.object:setvelocity (v) self.object:setacceleration ({ x = 0, y = 0, z = 0 }) return end -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 and not liquid then local d = (self.old_y or 0) - sopos.y if d > 5 then self.health = self.health - floor(d - 5) effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) if self:check_for_death({type = "fall"}) then return end end self.old_y = sopos.y end end -- =================================================================== -- is Took Ranks mod active? local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched function mob_class:on_punch(hitter, tflp, tool_capabilities, dir) local sopos = ocutil.get_sopos (self) if sopos == nil then return end local htpos = hitter:get_pos() if htpos == nil then hitter:remove() return end -- mob health check if self.health <= 0 then return end -- custom punch function if self.do_punch and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then return end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return end -- Is mob protected? if self.protected and hitter:is_player() and minetest.is_protected (sopos, hitter:get_player_name()) then minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) return end local weapon = hitter:get_wielded_item() local weapon_def = weapon:get_definition() or {} local punch_interval = 1.4 -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp -- quick error check incase it ends up 0 (serialize.h check test) if tflp == 0 then tflp = 0.2 end if use_cmi then damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) else for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 break -- if "all" then no tool does damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end -- healing if damage <= -1 then self.health = self.health - floor(damage) return end -- print ("Mob Damage is", damage) if use_cmi and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then return end -- add weapon wear punch_interval = tool_capabilities.full_punch_interval or 1.4 -- toolrank support local wear = floor((punch_interval / 75) * 9000) if mobs.is_creative(hitter:get_player_name()) then if tr then wear = 1 else wear = 0 end end if tr then if weapon_def.original_description then toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) end else weapon:add_wear(wear) end hitter:set_wielded_item (weapon) -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then -- weapon sounds if weapon_def.sounds then local s = random(0, #weapon_def.sounds) minetest.sound_play(weapon_def.sounds[s], { object = self.object, max_hear_distance = 8 }) else minetest.sound_play("default_punch", { object = self.object, max_hear_distance = 5 }) end -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = ocutil.clone_table (sopos) pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then local blood = self.blood_texture[random(1, #self.blood_texture)] effect(pos, self.blood_amount, blood, nil, nil, 1, nil) else effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) end end -- do damage self.health = self.health - floor(damage) -- exit here if dead, check for tools with fire damage local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then return end --[[ add healthy afterglow when hit (can cause hit lag with larger textures) minetest.after(0.1, function() if not self.object:get_luaentity() then return end self.object:settexturemod("^[colorize:#c9900070") core.after(0.3, function() self.object:settexturemod("") end) end) ]] end -- END if damage -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() local kb = damage or 1 local up = 2 -- if already in air then dont go up anymore when hit if v.y > 0 or self.fly then up = 0 end -- direction error check dir = dir or {x = 0, y = 0, z = 0} -- use tool knockback value or default kb = tool_capabilities.damage_groups["knockback"] or kb -- (kb * 1.5) self.object:set_velocity({ x = dir.x * kb, y = up, z = dir.z * kb }) self.pause_timer = 0.25 end -- if skittish then run away if self.runaway == true and self.order ~= "stand" then local lp = htpos local vec = { x = lp.x - sopos.x , y = lp.y - sopos.y , z = lp.z - sopos.z , } local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate if lp.x > sopos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, 6) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if ((self.passive == false) or (all_hostile == true)) and self.state ~= "flop" and self.child == false and ((self.attack_players == true) or (all_hostile == true)) and hitter:get_player_name() ~= self.owner and not mobs.invis[ name ] then -- attack whoever punched mob self.state = "" self:do_attack(hitter) -- alert others to the attack local vr = self.view_range if all_hostile then vr = HOSTILE_MODE_VR end local objs = minetest.get_objects_inside_radius (htpos, vr) local obj = nil for n = 1, #objs do obj = objs [n]:get_luaentity() if obj and obj._cmi_is_mob then -- only alert members of same mob if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name and obj.name == self.name then obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then obj:do_attack(self.object) end end end end end -- =================================================================== -- get entity staticdata function mob_class:get_staticdata() local sopos = ocutil.get_sopos (self) if sopos == nil then return "" end -- remove mob when out of range unless tamed if remove_far_mobs and self.remove_ok and self.type ~= "npc" and self.state ~= "attack" and not self.tamed and self.lifetimer < 20000 then self.object:remove() return "" end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" -- used to rotate older mobs if self.drawtype and self.drawtype == "side" then self.rotate = math.rad(90) end if use_cmi then self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) end local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "_cmi_components" then tmp[_] = self[_] end end --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) end -- =================================================================== -- activate mob and reload settings function mob_class:mob_activate (staticdata, def, dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return end -- Remove monsters in peaceful mode if self.type == "monster" and peaceful_only then self.object:remove() return end -- load entity variables local tmp = minetest.deserialize(staticdata) if tmp then for _,stat in pairs(tmp) do self[_] = stat end end -- force current model into mob self.mesh = def.mesh self.base_mesh = def.mesh self.collisionbox = def.collisionbox self.selectionbox = def.selectionbox -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures and def.textures[random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.base_size local colbox = self.base_colbox local selbox = self.base_selbox -- specific texture if gotten if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end -- set child objects to half size if self.child == true then vis_size = { x = self.base_size.x * .5, y = self.base_size.y * .5, } if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5 } selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 } end if self.health == 0 then self.health = random(self.hp_min, self.hp_max) end -- pathfinding init self.path = {} self.path.way = {} -- path to follow, table of positions self.path.lastpos = {x = 0, y = 0, z = 0} self.path.stuck = false self.path.following = false -- currently following path? self.path.stuck_timer = 0 -- if stuck for too long search for path -- mob defaults self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) self.old_y = sopos.y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "air" -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) self:update_tag() self:set_animation("stand") -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true -- if true, set flag to run once only end end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end if use_cmi then self._cmi_components = cmi.activate_components(self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end -- =================================================================== -- handle mob lifetimer and expiration function mob_class:mob_expire (pos, dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return 1 end -- RJK: Remove mobs under appropriate conditions if (self.type == "monster" and peaceful_only ) or (self.type == "npc" and codermobs_disable_npc ) or (not self.tamed and codermobs_disable_wild ) or codermobs_disable_mobs then self.object:remove() return 1 end if skydoom_special then if pos.y < 1.5 then self.object:remove() return 1 end end -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" and not self.tamed and self.state ~= "attack" and not remove_far_mobs and self.lifetimer < 20000 then self.lifetimer = self.lifetimer - dtime local lcname = string.gsub (self.name, "codermobs:", "") local topia = lcname .. "topia" local ht = self.health if ht == nil then ht = 50 end if (self.lifetimer <= 0 or ht < 10) and has_eregions and eregions:has_feature (pos, topia) then self.lifetimer = codermobs_lifetimer if self.health < 10 then self.health = 10 end end 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 0 end end -- minetest.log("action", -- S("lifetimer expired, removed @1", self.name)) effect (pos, 15, "tnt_smoke.png", 2, 4, 2, 0) self.object:remove() return 1 end end return 0 end -- =================================================================== -- main mob function function mob_class:on_step (dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return end if use_cmi then cmi.notify_step (self.object, dtime) end local yaw = 0 -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime if self.node_timer > 0.25 then self.node_timer = 0 local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? self.standing_in = node_ok ({ x = sopos.x, y = sopos.y + y_level + 0.25, z = sopos.z}, "air").name -- print ("standing in " .. self.standing_in) -- check for mob expiration (0.25 instead of dtime since were in a timer) if self:mob_expire (sopos, 0.25) > 0 then return end end if self.object:get_velocity() == nil then self.object:remove() return end -- RJK: Simple mob talk code if self.name == nil then self.name = "__oink__" end if self.name == "codermobs:bee" and not self.tamed and math.random (2) == 1 then local ttime = os.time() if (ttime - LastBeeTalkTime) > BeeTalkDelay then local mm = math.random (#BeeRemarks) local ss = BeeRemarks [mm] minetest.chat_send_all (" " .. ss) LastBeeTalkTime = ttime end end if self.name == "codermobs:kitten" and not self.tamed and math.random (2) == 1 then local ttime = os.time() if (ttime - LastKittenTalkTime) > KittenTalkDelay then local mm = math.random (#KittenRemarks) local ss = KittenRemarks [mm] minetest.chat_send_all (" " .. ss) LastKittenTalkTime = ttime end end if self.name == "codermobs:wolf" and not self.tamed and math.random (2) == 1 then local ttime = os.time() if (ttime - LastWolfTalkTime) > WolfTalkDelay then local mm = math.random (#WolfRemarks) local ss = WolfRemarks [mm] minetest.chat_send_all (" " .. ss) LastWolfTalkTime = ttime end end -- check if falling, flying, floating self:falling (sopos) -- smooth rotation by ThomasMonroe314 local yaw = self.object:get_yaw() if yaw ~= nil and self.delay and self.delay > 0 then if self.delay == 1 then yaw = self.target_yaw else local dif = abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > pi then dif = 2 * pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif > pi then dif = 2 * pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (pi * 2) then yaw = yaw - (pi * 2) end if yaw < 0 then yaw = yaw + (pi * 2) end end self.delay = self.delay - 1 self.object:set_yaw(yaw) end -- end rotation -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- run custom function (defined in mob lua file) if self.do_custom then -- when false skip going any further if self:do_custom(dtime) == false then return end end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end -- mob plays random sound at times if random(1, 100) == 1 then self:mob_sound(self.sounds.random) end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if (self.state == "attack" and self.env_damage_timer > 1) or self.state ~= "attack" then self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) self:do_env_damage() -- node replace check (cow eats grass etc.) self:replace (sopos) end self:general_attack() self:breed() self:follow_flop() self:do_states(dtime) self:do_jump() self:do_runaway_from(self) self:do_stay_near() end -- =================================================================== -- default function when mobs are blown up with TNT function mob_class:on_blast(damage) local sopos = ocutil.get_sopos (self) if sopos == nil then return false, true, {} end self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) return false, true, {} end -- =================================================================== mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob (name, def) mobs.spawning_mobs [name] = true minetest.register_entity (name, setmetatable ({ stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in, owner = def.owner, order = def.order, on_die = def.on_die, do_custom = def.do_custom, jump_height = def.jump_height, 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 codermobs_lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), collisionbox = def.collisionbox, selectionbox = def.selectionbox or def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range , walk_velocity = def.walk_velocity , run_velocity = def.run_velocity , damage = max(0, (def.damage or 0) * difficulty), light_damage = def.light_damage , light_damage_min = def.light_damage_min , light_damage_max = def.light_damage_max , -- RJK: accel = def.accel , attack_odds = def.attack_odds or 50 , driver_attach_at = def.driver_attach_at , fly_low = def.fly_low , fly_high = def.fly_high , light_flames = def.light_flames or false , max_speed_forward = def.max_speed_forward , max_speed_reverse = def.max_speed_reverse , player_rotation = def.player_rotation , more_param = {} , water_damage = def.water_damage , lava_damage = def.lava_damage , suffocation = def.suffocation , fall_damage = def.fall_damage , fall_speed = def.fall_speed , drops = def.drops, armor = def.armor, on_rightclick = def.on_rightclick, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = def.jump, walk_chance = def.walk_chance, stand_chance = def.stand_chance, attack_chance = def.attack_chance, passive = def.passive, knock_back = def.knock_back, blood_amount = def.blood_amount, blood_texture = def.blood_texture, shoot_offset = def.shoot_offset, floats = def.floats, replace_rate = def.replace_rate , replace_what = def.replace_what , replace_with = def.replace_with , replace_offset = def.replace_offset , on_replace = def.on_replace, reach = def.reach, texture_list = def.textures, child_texture = def.child_texture, docile_by_day = def.docile_by_day, fear_height = def.fear_height, runaway = def.runaway, pathfinding = def.pathfinding, pathdigging = def.pathdigging, immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, explosion_timer = def.explosion_timer, allow_fuse_reset = def.allow_fuse_reset, stop_to_explode = def.stop_to_explode, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count_max = def.dogshoot_count_max, dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, group_attack = def.group_attack, attack_monsters = def.attacks_monsters or def.attack_monsters, attack_animals = def.attack_animals, attack_players = def.attack_players, attack_npcs = def.attack_npcs, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, pushable = def.pushable, stay_near = def.stay_near, on_spawn = def.on_spawn, on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) return self:mob_activate(staticdata, def, dtime) end, }, mob_class_meta)) end -- END mobs:register_mob function -- =================================================================== -- Replaces old "count_mobs" function local mob_prefixes = { "critters_", "codermobs:", "petores:", "codersea:" } mobs.count_mobs = function (pos, type, mbrange) local num_type = 0 local num_total = 0 -- The units for "mbrange" are 16-node mapblock sides if mbrange == nil then mbrange = 1 end mbrange = mbrange * 16 local objs = minetest.get_objects_inside_radius (pos, mbrange) 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 obj.name == type then num_type = num_type + 1 end end end end return num_type, num_total end -- =================================================================== function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end -- =================================================================== function mobs:spawn_specific (name, nodes, neighbors, min_light , max_light , interval , chance , aoc , min_height , max_height , day_toggle , on_spawn) -- Do mobs spawn at all? if not mobs_spawn then return end if codermobs_debug then cmdebug ("spawn_specific" .. " name:" .. name .. " min_light:" .. min_light .. " max_light:" .. max_light .. " min_height:" .. min_height .. " max_height:" .. max_height) if nodes == nil then cmdebug ("spawn_specific: warning: nodes is nil") else for _, node in ipairs (nodes ) do cmdebug (" node " .. node) end end if neighbors == nil then cmdebug ("spawn_specific: warning: neighbors is nil") else for _, node in ipairs (neighbors) do cmdebug (" near " .. node) end end end local mbrange = mobs.mbrange mobs.mbrange = nil -- RJK: Set a default active_object_count if (not aoc) or (aoc < 0) then aoc = mobs.defaultaoc end -- chance/spawn number override in minetest.conf for registered mob local numbers = minetest.settings:get (name) if numbers then numbers = numbers:split (",") chance = tonumber (numbers [1]) or chance aoc = tonumber (numbers [2]) or aoc if chance == 0 then minetest.log ("warning", string.format ("[mobs] %s has spawning disabled", name)) return end minetest.log ("action", string.format ("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end minetest.register_abm ({ label = name .. " spawning" , nodenames = nodes , neighbors = neighbors , interval = interval , catch_up = false , chance = max (1, (chance * mob_chance_multiplier)) , action = function (pos, node, active_object_count, active_object_count_wider) -- Is mob actually registered? if not mobs.spawning_mobs [name] or not minetest.registered_entities [name] then cmdebug ("spawn abm: mob doesn't exist: " .. name) return end -- additional custom checks for spawning mob if mobs:spawn_abm_check (pos, node, name) == true then return end cmdebug ("chance: " .. chance .. " name:" .. name .. " pos:" .. pos.x .. "," .. pos.y .. "," .. pos.z) if mbrange == nil or mbrange < 1 then mbrange = 1 end if mbrange > 3 then mbrange = 3 end local m3 = mbrange * mbrange * mbrange local cde = codermobs_density * m3 local cde2 = ocutil.round (cde / 2) local not_ghost = true if name == "codermobs:ghost" then not_ghost = false end local n_type, n_total = mobs.count_mobs (pos, name, mbrange) if n_type >= aoc then cmdebug_nospawn (name .. ": too many entities case #1: mob n_type " .. n_type .. " >= mob aoc " .. aoc) return end if not_ghost and (n_type > 0) and (n_total >= cde2) then cmdebug_nospawn (name .. ": too many entities case #2: n_total " .. n_total .. " >= cde2 " .. cde2) return end if not_ghost and (n_total >= cde) then cmdebug_nospawn (name .. ": too many entities case #3: n_total " .. n_total .. " >= cde " .. cde) return end cmdebug ("density O.K.: " .. n_type .. "/" .. aoc .. " " .. n_total .. "/" .. cde) -- 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 cmdebug_nospawn ("mob needs night: " .. name) return end else -- night time but mob wants day if day_toggle == true then cmdebug_nospawn ("mob needs day: " .. name) return end end end -- spawn above node pos.y = pos.y + 1 -- are we spawning within height limits? if pos.y > max_height or pos.y < min_height then cmdebug_nospawn ("height limits not met: " .. name .. " at " .. ocutil.pos_to_str (pos)) return end -- are light levels ok? local light = minetest.get_node_light (pos) if light == nil then light = "nil" end if light == "nil" or light > max_light or light < min_light then cmdebug_nospawn ("light limits not met: " .. name .. " at " .. ocutil.pos_to_str (pos) .. " " .. light .. " " .. min_light .. " " .. max_light) return end -- 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 cmdebug_nospawn ("player is too close: " .. name) return end end -- do we have enough height clearance to spawn mob? local ent = minetest.registered_entities [name] if ent == nil or ent.collisionbox == nil then return end local lcname = string.gsub (name, "codermobs:", "") local height = max (1, math.ceil ((ent.collisionbox [5] or 0.25) - (ent.collisionbox [2] or -0.25) - 1)) for n = 0, height do local pos2 = { x = pos.x, y = pos.y + n, z = pos.z } if minetest.registered_nodes [node_ok (pos2).name].walkable == true then cmdebug_nospawn ("inside block: " .. name) -- node_ok (pos2).name) return end end -- mobs cannot spawn in protected areas when enabled -- RJK: if not codermobs_spawn_protected and minetest.is_protected (pos, "") then cmdebug_nospawn ("inside protected area: " .. name .. " at " .. ocutil.pos_to_str (pos)) return end local topia = lcname .. "topia" if has_eregions and eregions:has_feature (pos, topia) then cmdebug_nospawn (topia .. ": " .. name .. " at " .. ocutil.pos_to_str (pos)) return end if has_eregions then local is_regional = minetest.setting_getbool ("codermobs_regional_" .. lcname) if is_regional and not eregions:has_feature (pos, lcname) then return end if eregions:has_feature (pos, "nomobs") then minetest.log ("action", "eregions nomobs stopped " .. name .. " at " .. pos.x .. "," .. pos.y .. "," .. pos.z) return end end -- spawn mob half block higher than ground pos.y = pos.y + 0.5 local mob = minetest.add_entity (pos, name) cmdebug ("spawned " .. name .. " at " .. minetest.pos_to_string (pos)) --[[ print ("[mobs] Spawned " .. name .. " at " .. minetest.pos_to_string(pos) .. " on " .. node.name .. " near " .. neighbors[1]) ]] if on_spawn then local ent = mob:get_luaentity() on_spawn (ent, 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) cmdebug ("register_spawn" .. " name:" .. name .. " min_light:" .. min_light .. " max_light:" .. max_light .. " max_height:" .. max_height) local spawn_in = { "air" } if name == "codermobs:mooncow" then spawn_in = { "moontest:vacuum" } end local amphibious = mobs.amphibious mobs.amphibious = nil if (amphibious ~= nil) and amphibious then spawn_in = { "default:water_source" , "default:water_flowing" , "air" , } end if mobs.spawn_by ~= nil then spawn_in = mobs.spawn_by end mobs.spawn_by = nil mobs:spawn_specific (name, nodes, spawn_in, min_light, max_light, 30, chance, active_object_count, -31000, max_height, day_toggle) end -- =================================================================== -- MarkBu's spawn function function mobs:spawn (def) mobs:spawn_specific ( def.name, def.nodes or {"group:soil", "group:stone"}, def.neighbors or {"air"}, def.min_light or 0, def.max_light or 15, def.interval or 30, def.chance or 5000, def.active_object_count or 1, def.min_height or -31000, def.max_height or 31000, def.day_toggle, def.on_spawn ) end -- =================================================================== -- register arrow for shoot attack function mobs:register_arrow (name, def) if not name or not def then return end -- errorcheck minetest.register_entity(name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, drop = def.drop or false, -- drops arrow as registered item when true collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, timer = 0, switch = 0, owner_id = def.owner_id, rotate = def.rotate, automatic_face_movement_dir = def.rotate and (def.rotate - (pi / 180)) or false, on_activate = def.on_activate, on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) local sopos = ocutil.get_sopos (self) if sopos == nil then return end self.timer = self.timer + 1 if self.switch == 0 or self.timer > 150 then self.object:remove() ; -- print ("removed arrow") return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = sopos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = def.expire or 0.25, collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, glow = def.glow or 0, }) end if self.hit_node then local node = node_ok (sopos).name if minetest.registered_nodes [node].walkable then self:hit_node (sopos, node) if self.drop == true then local drpos = ocutil.clone_table (sopos) drpos.y = drpos.y + 1 self.lastpos = self.lastpos or drpos minetest.add_item (self.lastpos, self.object:get_luaentity().name) end self.object:remove() ; -- print ("hit node") return end end if self.hit_player or self.hit_mob then for _,player in pairs (minetest.get_objects_inside_radius (sopos, 1.0)) do if self.hit_player and player:is_player() then self:hit_player(player) self.object:remove() ; -- print ("hit player") return end local entity = player:get_luaentity() if entity and self.hit_mob and entity._cmi_is_mob == true and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_mob(player) self.object:remove() ; --print ("hit mob") return end end end self.lastpos = sopos end }) end -- =================================================================== -- compatibility function function mobs:explosion (pos, radius) local self = {sounds = {explode = "tnt_explode"}} mobs:boom(self, pos, radius) end -- =================================================================== -- no damage to nodes explosion function mobs:safe_boom (self, pos, radius) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }) entity_physics(pos, radius) effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- =================================================================== -- make explosion with protection and tnt mod check function mobs:boom (self, pos, radius) if mobs_griefing and minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, explode_center = true, }) else mobs:safe_boom(self, pos, radius) end end -- =================================================================== -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {spawn_egg = 1} -- RJK: if codermobs_creative_eggs == false then no_creative = true end -- do NOT add this egg to creative inventory (e.g. dungeon master) if creative and no_creative == true then grp.not_in_creative_inventory = 1 end local invimg = background if addegg == 1 then invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)" end -- register new spawn egg containing mob information minetest.register_craftitem (mob .. "_set", { description = S("@1 (Tamed)", desc), inventory_image = invimg, groups = {spawn_egg = 2, not_in_creative_inventory = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- am I clicking on something with existing on_rightclick function? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes [under.name] if def and def.on_rightclick then return def.on_rightclick(pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end pos.y = pos.y + 1 local data = itemstack:get_metadata() local mob = minetest.add_entity(pos, mob, data) local ent = mob:get_luaentity() -- set owner if not a monster if ent.type ~= "monster" then ent.owner = placer:get_player_name() ent.tamed = true end -- since mob is unique we remove egg once spawned itemstack:take_item() end return itemstack end, }) -- register old stackable mob egg minetest.register_craftitem (mob, { description = desc, inventory_image = invimg, groups = grp, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- am I clicking on something with existing on_rightclick function? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes [under.name] if def and def.on_rightclick then return def.on_rightclick(pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected (pos, placer:get_player_name()) then if not minetest.registered_entities [mob] then return end pos.y = pos.y + 1 local mob = minetest.add_entity (pos, mob) -- 230818 RJK: Attempt to fix a crash if mob == nil then return end local ent = mob:get_luaentity() -- don't set owner if monster or sneak pressed if ent.type ~= "monster" and not placer:get_player_control().sneak then ent.owner = placer:get_player_name() ent.tamed = true end -- if not in creative then take item if not mobs.is_creative(placer:get_player_name()) then itemstack:take_item() end end return itemstack end, }) end -- =================================================================== -- force capture a mob if space available in inventory, or drop as spawn egg function mobs:force_capture (self, clicker) -- add special mob egg with all mob information local new_stack = ItemStack(self.name .. "_set") local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) local inv = clicker:get_inventory() if inv:room_for_item ("main", new_stack) then inv:add_item ("main", new_stack) else minetest.add_item (clicker:get_pos(), new_stack) end self.object:remove() self:mob_sound("default_place_node_hard") end -- =================================================================== -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) if self.child or not clicker:is_player() or not clicker:get_inventory() then return false end -- get name of clicked mob local mobname = self.name -- if not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() local tool = clicker:get_wielded_item () -- are we using hand, net or lasso to pick up mob? if tool:get_name() ~= "" and tool:get_name() ~= "mobs:net" and tool:get_name() ~= "mobs:lasso" then return false end -- Is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) return false end -- cannot pick up if not owner if self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) return false end if clicker:get_inventory():room_for_item ("main", mobname) then -- was mob clicked with hand, net, or lasso? local chance = 0 if tool:get_name() == "" then chance = chance_hand elseif tool:get_name() == "mobs:net" then chance = chance_net tool:add_wear(4000) -- 17 uses clicker:set_wielded_item (tool) elseif tool:get_name() == "mobs:lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item (tool) end -- calculate chance.. add to inventory if successful? if chance and chance > 0 and random(1, 100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) -- add special mob egg with all mob information -- unless 'replacewith' contains new item to use if not replacewith then new_stack = ItemStack(mobname .. "_set") local tmp = {} for _,stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) end local inv = clicker:get_inventory() if inv:room_for_item ("main", new_stack) then inv:add_item ("main", new_stack) else minetest.add_item (clicker:get_pos(), new_stack) end self.object:remove() self:mob_sound ("default_place_node_hard") return new_stack -- when chance above fails or set to 0, miss! elseif chance and chance ~= 0 then minetest.chat_send_player(name, S("Missed!")) self:mob_sound("mobs_swing") return false -- when chance set to nil always return a miss (used for npc walk/follow) elseif not chance then return false end end return true end -- =================================================================== -- protect tamed mob with rune item function mobs:protect (self, clicker) local sopos = ocutil.get_sopos (self) if sopos == nil then return false end local name = clicker:get_player_name() local tool = clicker:get_wielded_item() if tool:get_name() ~= "mobs:protector" then return false end if self.tamed == false then minetest.chat_send_player(name, S("Not tamed!")) return true -- false end if self.protected == true then minetest.chat_send_player(name, S("Already protected!")) return true -- false end if not mobs.is_creative(clicker:get_player_name()) then tool:take_item() -- take 1 protection rune clicker:set_wielded_item (tool) end self.protected = true local efpos = ocutil.clone_table (sopos) efpos.y = efpos.y + self.collisionbox [2] + 0.5 effect (efpos, 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) self:mob_sound("mobs_spell") return true end -- =================================================================== local mob_obj = {} local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) -- can eat/tame with item in hand if self.follow and self:follow_holding(clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then local item = clicker:get_wielded_item() item:take_item() clicker:set_wielded_item (item) end -- increase health self.health = self.health + 4 if self.health >= self.hp_max then self.health = self.hp_max if self.htimer < 1 then minetest.chat_send_player(clicker:get_player_name(), S("@1 at full health (@2)", self.name:split(":")[2], tostring(self.health))) self.htimer = 5 end end self.object:set_hp(self.health) self:update_tag() -- 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 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 self:mob_sound(self.sounds.random) end return true end local item = clicker:get_wielded_item() -- if mob has been tamed you can name it with a nametag if item:get_name() == "mobs:nametag" and clicker:get_player_name() == self.owner then local name = clicker:get_player_name() -- store mob and nametag stack in external variables mob_obj[name] = self mob_sta[name] = item local tag = self.nametag or "" minetest.show_formspec(name, "mobs_nametag", "size[8,4]" .. default.gui_bg .. default.gui_bg_img .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]" .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]") end return false end -- =================================================================== -- inspired by blockmen's nametag mod minetest.register_on_player_receive_fields(function(player, formname, fields) -- right-clicked with nametag and name entered? if formname == "mobs_nametag" and fields.name and fields.name ~= "" then local name = player:get_player_name() if not mob_obj[name] or not mob_obj[name].object then return end -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:nametag" then return end -- limit name entered to 64 characters long if string.len(fields.name) > 64 then fields.name = string.sub(fields.name, 1, 64) end -- update nametag mob_obj[name].nametag = fields.name mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) then mob_sta[name]:take_item() player:set_wielded_item (mob_sta[name]) end -- reset external variables mob_obj[name] = nil mob_sta[name] = nil end end) -- =================================================================== -- compatibility function for old entities to new modpack entities function mobs:alias_mob (old_name, new_name) -- RJK: Bug fix: Prevent lockups if minetest.registered_entities [old_name] then return end -- spawn egg minetest.register_alias (old_name, new_name) -- entity minetest.register_entity (":" .. old_name, { physical = false, on_activate = function (self) if minetest.registered_entities[new_name] then local sopos = self.object:get_pos() if sopos ~= nil then minetest.add_entity (sopos, new_name) end end self.object:remove() end }) end -- =================================================================== -- RJK section. minetest.register_on_chat_message (function (name, message) local n n = string.find (message, "bee" ) if n ~= nil then LastBeeTalkTime = 0 end n = string.find (message, "Bee" ) if n ~= nil then LastBeeTalkTime = 0 end n = string.find (message, "kitten" ) if n ~= nil then LastKittenTalkTime = 0 end n = string.find (message, "Kitten" ) if n ~= nil then LastKittenTalkTime = 0 end n = string.find (message, "cat" ) if n ~= nil then LastKittenTalkTime = 0 end n = string.find (message, "Cat" ) if n ~= nil then LastKittenTalkTime = 0 end n = string.find (message, "wolf" ) if n ~= nil then LastWolfTalkTime = 0 end n = string.find (message, "Wolf" ) if n ~= nil then LastWolfTalkTime = 0 end end)