VoxeLibre/mods/ENTITIES/mcl_mobs/combat.lua

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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local damage_enabled = minetest.settings:get_bool("enable_damage")
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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-- pathfinding settings
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
mcl_mobs.effect_functions = {}
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-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
if self.docile_by_day == false then
return false
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
return true
end
end
-- get this mob to attack the object
function mob_class:do_attack(object)
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if self.state == "attack" or self.state == "die" then
return
end
if object:is_player() and not minetest.settings:get_bool("enable_damage") then
return
end
self.attack = object
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self.state = "attack"
-- TODO: Implement war_cry sound without being annoying
--if random(0, 100) < 90 then
--self:mob_sound("war_cry", true)
--end
end
-- blast damage to entities nearby
local function entity_physics(pos,radius)
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, dist
for n = 1, #objs do
obj_pos = objs[n]:get_pos()
dist = vector.distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = math.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
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function mob_class:entity_physics(pos,radius) return entity_physics(pos,radius) end
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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 s1 = self.path.lastpos
local target_pos = self.attack:get_pos()
-- is it becoming stuck?
if math.abs(s1.x - s.x) + math.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 not self.object:get_luaentity() then
return
end
if has_lineofsight then self.path.following = false 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 not self.object:get_luaentity() then
return
end
if has_lineofsight then self.path.following = false 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 not self.object:get_luaentity() then
return
end
if has_lineofsight then self.path.following = false end
end, self)
end
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
if height_switcher then
use_pathfind = true
height_switcher = false
end
else
if not height_switcher then
use_pathfind = false
height_switcher = true
end
end
if use_pathfind then
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2]
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = math.floor(s.x + 0.5)
s.z = math.floor(s.z + 0.5)
local ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
local p1 = self.attack:get_pos()
p1.x = math.floor(p1.x + 0.5)
p1.y = math.floor(p1.y + 0.5)
p1.z = math.floor(p1.z + 0.5)
local dropheight = 12
if self.fear_height ~= 0 then dropheight = self.fear_height end
local jumpheight = 0
if self.jump and self.jump_height >= 4 then
jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
elseif self.stepheight > 0.5 then
jumpheight = 1
end
self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
self.state = ""
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self:do_attack(self.attack)
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-- no path found, try something else
if not self.path.way then
self.path.following = false
-- lets make way by digging/building if not accessible
if self.pathfinding == 2 and mobs_griefing then
-- is player higher than mob?
if s.y < p1.y then
-- build upwards
if not minetest.is_protected(s, "") then
local ndef1 = minetest.registered_nodes[self.standing_in]
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
minetest.set_node(s, {name = mcl_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() + math.pi / 2
local p1 = {
x = s.x + math.cos(yaw1),
y = s.y,
z = s.z + math.sin(yaw1)
}
if not minetest.is_protected(p1, "") then
local node1 = 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 seconds
self.path.stuck_timer = stuck_timeout - 2
elseif s.y < p1.y and (not self.fly) then
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self:do_jump() --add jump to pathfinding
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self.path.following = true
-- Yay, I found path!
-- TODO: Implement war_cry sound without being annoying
--self:mob_sound("war_cry", true)
else
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)
-- no list so attack default (player, animals etc.)
if list == nil then
return true
end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what then
return true
end
end
return false
end
-- find someone to attack
function mob_class:monster_attack()
if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
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return
end
local s = self.object:get_pos()
local p, sp, dist
local player, obj, min_player
local type, name = "", ""
local min_dist = self.view_range + 1
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local blacklist_attack = {}
local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
if not objs[n]:is_player() then
obj = objs[n]:get_luaentity()
if obj then
player = obj.object
name = obj.name or ""
end
if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
table.insert(blacklist_attack, obj.attack)
end
end
end
for n = 1, #objs do
if objs[n]:is_player() then
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
type = ""
elseif (self.type == "monster" or self._aggro) then
-- self.aggro made player be attacked by npc again if out of range then back in again
-- Does it serve a purpose other than that?
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player = objs[n]
type = "player"
name = "player"
end
else
obj = objs[n]:get_luaentity()
if obj then
player = obj.object
type = obj.type
name = obj.name or ""
end
end
-- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs )
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or (type == "animal" and self.attack_animals == true)
or (self.extra_hostile and not self.attack_exception(player))) then
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p = player:get_pos()
sp = s
dist = vector.distance(p, s)
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
local attacked_p = false
for c=1, #blacklist_attack do
if blacklist_attack[c] == player then
attacked_p = true
end
end
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-- choose closest player to attack
local line_of_sight = self:line_of_sight( sp, p, 2) == true
if dist < min_dist and not attacked_p and line_of_sight then
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min_dist = dist
min_player = player
end
end
end
if not min_player and #blacklist_attack > 0 then
min_player=blacklist_attack[math.random(#blacklist_attack)]
end
-- attack player
if min_player then
self:do_attack(min_player)
end
end
-- npc, find closest monster to attack
function mob_class:npc_attack()
if self.type ~= "npc"
or not self.attacks_monsters
or self.state == "attack" then
return
end
local p, sp, obj, min_player
local s = self.object:get_pos()
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
obj = objs[n]:get_luaentity()
if obj and obj.type == "monster" then
p = obj.object:get_pos()
sp = s
local dist = vector.distance(p, s)
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
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min_dist = dist
min_player = obj.object
end
end
end
if min_player then
self:do_attack(min_player)
end
end
-- dogshoot attack switch and counter function
function mob_class:dogswitch(dtime)
-- switch mode not activated
if not self.dogshoot_switch
or not dtime then
return 0
end
self.dogshoot_count = self.dogshoot_count + dtime
if (self.dogshoot_switch == 1
and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2
and self.dogshoot_count > self.dogshoot_count2_max) then
self.dogshoot_count = 0
if self.dogshoot_switch == 1 then
self.dogshoot_switch = 2
else
self.dogshoot_switch = 1
end
end
return self.dogshoot_switch
end
-- no damage to nodes explosion
function mob_class:safe_boom(pos, strength)
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
}, true)
local radius = strength
entity_physics(pos, radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end
-- make explosion with protection and tnt mod check
function mob_class:boom(pos, strength, fire)
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
else
mcl_mobs.mob_class.safe_boom(self, pos, strength) --need to call it this way bc self is the "arrow" object here
end
-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
self.object:remove()
end
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-- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local is_player = hitter:is_player()
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
mcl_potions.update_haste_and_fatigue(hitter)
end
local time_now = minetest.get_us_time()
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
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-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
end
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
return
end
local time_now = minetest.get_us_time()
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if is_player then
if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0
end
-- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = time_now
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end
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
-- exhaust attacker
if is_player then
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
end
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
-- quick error check incase it ends up 0 (serialize.h check test)
if tflp == 0 then
tflp = 0.2
end
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
damage = damage + (tool_capabilities.damage_groups[group] or 0)
* tmp * ((armor[group] or 0) / 100.0)
end
-- strength and weakness effects
local strength = mcl_potions.get_effect(hitter, "strength")
local weakness = mcl_potions.get_effect(hitter, "weakness")
local str_fac = strength and strength.factor or 1
local weak_fac = weakness and weakness.factor or 1
damage = damage * str_fac * weak_fac
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if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then
mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
end
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon:get_name() then
damage = self.immune_to[n][2] or 0
break
end
end
-- healing
if damage <= -1 then
self.health = self.health - math.floor(damage)
return
end
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
if minetest.is_creative_enabled("") ~= true
and tool_capabilities then
if tool_capabilities.punch_attack_uses then
-- Without this delay, the wear does not work. Quite hacky ...
minetest.after(0, function(name)
local player = minetest.get_player_by_name(name)
if not player then return end
local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
tt.reload_itemstack_description(weapon) -- update tooltip
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hitter:set_wielded_item(weapon)
end
end, hitter:get_player_name())
end
end
local die = false
if damage >= 0 then
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
if damage >= 0.1 then
-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = math.random(0, #weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object = self.object, --hitter,
max_hear_distance = 8
}, true)
else
minetest.sound_play("default_punch", {
object = self.object,
max_hear_distance = 5
}, true)
end
self:damage_effect(damage)
-- do damage
self.health = self.health - damage
-- give invulnerability
self.invul_timestamp = time_now
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-- skip future functions if dead, except alerting others
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
die = true
end
end
-- knock back effect (only on full punch)
if self.knock_back
and tflp >= punch_interval then
-- direction error check
dir = dir or {x = 0, y = 0, z = 0}
local v = self.object:get_velocity()
if not v then return end
local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * (math.abs(v.x)+math.abs(v.z))
local up = 2.625
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if die==true then
kb=kb*1.25
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end
-- if already in air then dont go up anymore when hit
if math.abs(v.y) > 0.1
or self.fly then
up = 0
end
-- check if tool already has specific knockback value
if tool_capabilities.damage_groups["knockback"] then
kb = tool_capabilities.damage_groups["knockback"]
else
kb = kb * 1.25
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end
local luaentity
if hitter then
luaentity = hitter:get_luaentity()
end
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
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kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback
local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
end
elseif luaentity and luaentity._knockback and die == false then
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kb = kb + luaentity._knockback
elseif luaentity and luaentity._knockback and die == true then
kb = kb + luaentity._knockback * 0.25
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end
self._kb_turn = true
self._turn_to=self.object:get_yaw()-1.57
self.frame_speed_multiplier=2.3
if self.animation.run_end then
self:set_animation( "run")
elseif self.animation.walk_end then
self:set_animation( "walk")
end
minetest.after(0.2, function()
if self and self.object then
self.frame_speed_multiplier=1
self._kb_turn = false
end
end)
self.object:add_velocity({
x = dir.x * kb,
y = up*2,
z = dir.z * kb
})
self.pause_timer = 0.25
end
end -- END if damage
-- if skittish then run away
if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then
local yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
minetest.after(0.2,function()
if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then
yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
self:set_velocity( self.run_velocity)
end
end)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
end
local name = hitter:get_player_name() or ""
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-- attack puncher
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if self.passive == false
and self.state ~= "flop"
and (self.child == false or self.type == "monster")
and hitter:get_player_name() ~= self.owner
and not mcl_mobs.invis[ name ] then
if not die then
-- attack whoever punched mob
self.state = ""
self:do_attack(hitter)
self._aggro= true
end
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end
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-- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
local obj = nil
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for n = 1, #objs do
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obj = objs[n]:get_luaentity()
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if obj then
-- only alert members of same mob or friends
if obj.group_attack
and obj.state ~= "attack"
and obj.owner ~= name then
if obj.name == self.name then
obj:do_attack(hitter)
elseif type(obj.group_attack) == "table" then
for i=1, #obj.group_attack do
if obj.group_attack[i] == self.name then
obj._aggro = true
obj:do_attack(hitter)
break
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end
end
end
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end
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-- have owned mobs attack player threat
if obj.owner == name and obj.owner_loyal then
obj:do_attack(self.object)
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end
end
end
end
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function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end
if not self._check_aggro_timer then
self._check_aggro_timer = 0
end
if self._check_aggro_timer > 5 then
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self._check_aggro_timer = 0
if self.attack then
-- TODO consider removing this in favour of what is done in do_states_attack
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
-- I do not think this code does anything. Are mobs still loaded in at 128?
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil
self.attack = nil
self.state = "stand"
end
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end
end
self._check_aggro_timer = self._check_aggro_timer + dtime
end
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local function clear_aggro(self)
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
end
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function mob_class:do_states_attack (dtime)
self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
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-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
clear_aggro(self)
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return
end
local target_line_of_sight = self:target_visible(s)
if not target_line_of_sight then
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost
if time_since_seen > TIME_TO_FORGET_TARGET then
self.target_time_lost = nil
clear_aggro(self)
return
end
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
end
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-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end
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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 target_line_of_sight then
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self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset and self.v_start
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
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self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[brighten")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity(0)
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else
self:set_velocity(self.run_velocity)
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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
self:set_animation("fuse")
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if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
}, true)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( s) 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 math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if enable_pathfinding and self.pathfinding then
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self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity(self.walk_velocity)
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else
self:set_velocity(self.run_velocity)
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end
if self.animation and self.animation.run_start then
self:set_animation("run")
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else
self:set_animation("walk")
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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)
local attack_frequency = self.attack_frequency or 1
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if self.timer > attack_frequency then
self.timer = 0
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if not self.custom_attack then
if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation("punch2")
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else
self:set_animation("punch")
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end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
self:mob_sound("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)
if self.dealt_effect then
mcl_mobs.effect_functions[self.dealt_effect.name](
self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end
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end
else
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self.custom_attack(self, 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 or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.zero()
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--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
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else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
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end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- 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)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
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elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
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end
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if self.on_attack then
self.on_attack(self, dtime)
end
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end