From 02515f0778bbe9cd962acc514b084c9dedf55074 Mon Sep 17 00:00:00 2001 From: jordan4ibanez Date: Tue, 13 Apr 2021 08:07:32 -0400 Subject: [PATCH] Move a large chunk of code to backup_code_api.lua --- mods/ENTITIES/mcl_mobs/api.lua | 1558 +------------------- mods/ENTITIES/mcl_mobs/backup_code_api.lua | 1466 ++++++++++++++++++ 2 files changed, 1530 insertions(+), 1494 deletions(-) create mode 100644 mods/ENTITIES/mcl_mobs/backup_code_api.lua diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 1b234dae2..3619ca362 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -1,6 +1,6 @@ -- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition --- current state of things: "why are these not in the same table as those?", and, "why are these not localized?" +-- current state of things: Why? -- lua locals @@ -62,6 +62,11 @@ MOB_CAP.passive = 10 MOB_CAP.ambient = 15 MOB_CAP.water = 15 + +-- random locals I found +local los_switcher = false +local height_switcher = false + -- Localize local S = minetest.get_translator("mcl_mobs") @@ -133,30 +138,6 @@ local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil local mod_armor = minetest_get_modpath("mcl_armor") ~= nil local mod_experience = minetest_get_modpath("mcl_experience") ~= nil -----For Water Flowing: -local enable_physics = function(object, luaentity, ignore_check) - if luaentity.physical_state == false or ignore_check == true then - luaentity.physical_state = true - object:set_properties({ - physical = true - }) - object:set_velocity({x=0,y=0,z=0}) - object:set_acceleration({x=0,y=-9.81,z=0}) - end -end - -local disable_physics = function(object, luaentity, ignore_check, reset_movement) - if luaentity.physical_state == true or ignore_check == true then - luaentity.physical_state = false - object:set_properties({ - physical = false - }) - if reset_movement ~= false then - object:set_velocity({x=0,y=0,z=0}) - object:set_acceleration({x=0,y=0,z=0}) - end - end -end -- play sound @@ -424,36 +405,6 @@ function mobs:yaw(self, yaw, delay, dtime) set_yaw(self, yaw, delay, dtime) end -local add_texture_mod = function(self, mod) - local full_mod = "" - local already_added = false - for i=1, #self.texture_mods do - if mod == self.texture_mods[i] then - already_added = true - end - full_mod = full_mod .. self.texture_mods[i] - end - if not already_added then - full_mod = full_mod .. mod - table.insert(self.texture_mods, mod) - end - self.object:set_texture_mod(full_mod) -end -local remove_texture_mod = function(self, mod) - local full_mod = "" - local remove = {} - for i=1, #self.texture_mods do - if self.texture_mods[i] ~= mod then - full_mod = full_mod .. self.texture_mods[i] - else - table.insert(remove, i) - end - end - for i=#remove, 1 do - table.remove(self.texture_mods, remove[i]) - end - self.object:set_texture_mod(full_mod) -end -- set defined animation local set_animation = function(self, anim, fixed_frame) @@ -495,206 +446,6 @@ function mobs:set_animation(self, anim) set_animation(self, anim) end --- Returns true is node can deal damage to self -local is_node_dangerous = function(self, nodename) - local nn = nodename - if self.lava_damage > 0 then - if minetest_get_item_group(nn, "lava") ~= 0 then - return true - end - end - if self.fire_damage > 0 then - if minetest_get_item_group(nn, "fire") ~= 0 then - return true - end - end - if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].damage_per_second and minetest_registered_nodes[nn].damage_per_second > 0 then - return true - end - return false -end - - --- Returns true if node is a water hazard -local is_node_waterhazard = function(self, nodename) - local nn = nodename - if self.water_damage > 0 then - if minetest_get_item_group(nn, "water") ~= 0 then - return true - end - end - if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].drowning and minetest_registered_nodes[nn].drowning > 0 then - if self.breath_max ~= -1 then - -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case - -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous - if not self.breathes_in_water and minetest_get_item_group(nn, "water") ~= 0 then - return true - end - end - end - return false -end - - --- check line of sight (BrunoMine) -local line_of_sight = function(self, 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 = vector.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 - - -- Check if you can still move forward - if td < ad + stepsize then - return true -- Reached the target - end - - -- Moves the analyzed pos - local d = vector.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 - - --- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self) - - local nod = self.standing_in - local def = minetest_registered_nodes[nod] - - if not def then return false end -- nil check - - local fly_in - if type(self.fly_in) == "string" then - fly_in = { self.fly_in } - elseif type(self.fly_in) == "table" then - fly_in = self.fly_in - else - return false - end - - for _,checknode in pairs(fly_in) do - if nod == checknode then - return true - elseif checknode == "__airlike" and def.walkable == false and - (def.liquidtype == "none" or minetest_get_item_group(nod, "fake_liquid") == 1) then - return true - end - end - - return false -end - - --- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) - - 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 - go_down = go_down or false - - local ym - if go_down then - ym = 0 - else - ym = -radius - end - - minetest_add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = ym, 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 - -local damage_effect = function(self, damage) - -- damage particles - if (not disable_blood) and damage > 0 then - - local amount_large = math_floor(damage / 2) - local amount_small = damage % 2 - - local pos = self.object:get_pos() - - pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 - - local texture = "mobs_blood.png" - -- full heart damage (one particle for each 2 HP damage) - if amount_large > 0 then - effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) - end - -- half heart damage (one additional particle if damage is an odd number) - if amount_small > 0 then - -- TODO: Use "half heart" - effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) - end - end -end - mobs.death_effect = function(pos, yaw, collisionbox, rotate) local min, max if collisionbox then @@ -735,279 +486,6 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate) }, true) end -local update_tag = function(self) - local tag - if mobs_debug then - tag = "nametag = '"..tostring(self.nametag).."'\n".. - "state = '"..tostring(self.state).."'\n".. - "order = '"..tostring(self.order).."'\n".. - "attack = "..tostring(self.attack).."\n".. - "health = "..tostring(self.health).."\n".. - "breath = "..tostring(self.breath).."\n".. - "gotten = "..tostring(self.gotten).."\n".. - "tamed = "..tostring(self.tamed).."\n".. - "horny = "..tostring(self.horny).."\n".. - "hornytimer = "..tostring(self.hornytimer).."\n".. - "runaway_timer = "..tostring(self.runaway_timer).."\n".. - "following = "..tostring(self.following) - else - tag = self.nametag - end - self.object:set_properties({ - nametag = tag, - }) - - update_roll(self) -end - --- drop items -local item_drop = function(self, cooked, looting_level) - - -- no drops if disabled by setting - if not mobs_drop_items then return end - - looting_level = looting_level or 0 - - -- no drops for child mobs (except monster) - if (self.child and self.type ~= "monster") then - return - end - - local obj, item, num - local pos = self.object:get_pos() - - self.drops = self.drops or {} -- nil check - - for n = 1, #self.drops do - local dropdef = self.drops[n] - local chance = 1 / dropdef.chance - local looting_type = dropdef.looting - - if looting_level > 0 then - local chance_function = dropdef.looting_chance_function - if chance_function then - chance = chance_function(looting_level) - elseif looting_type == "rare" then - chance = chance + (dropdef.looting_factor or 0.01) * looting_level - end - end - - local num = 0 - local do_common_looting = (looting_level > 0 and looting_type == "common") - if math_random() < chance then - num = math_random(dropdef.min or 1, dropdef.max or 1) - elseif not dropdef.looting_ignore_chance then - do_common_looting = false - end - - if do_common_looting then - num = num + math_floor(math_random(0, looting_level) + 0.5) - end - - if num > 0 then - item = dropdef.name - - -- cook items when true - if cooked 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 - - -- add item if it exists - for x = 1, num do - obj = minetest_add_item(pos, ItemStack(item .. " " .. 1)) - end - - if obj and obj:get_luaentity() then - - obj:set_velocity({ - x = math_random(-10, 10) / 9, - y = 6, - z = math_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 -local check_for_death = function(self, cause, cmi_cause) - - if self.state == "die" then - return true - end - - -- has health actually changed? - if self.health == self.old_health and self.health > 0 then - return false - end - - local damaged = self.health < self.old_health - self.old_health = self.health - - -- still got some health? - if self.health > 0 then - - -- make sure health isn't higher than max - if self.health > self.hp_max then - self.health = self.hp_max - end - - -- play damage sound if health was reduced and make mob flash red. - if damaged then - add_texture_mod(self, "^[colorize:red:130") - minetest_after(.2, function(self) - if self and self.object then - remove_texture_mod(self, "^[colorize:red:130") - end - end, self) - mob_sound(self, "damage") - 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 - - update_tag(self) - end - - return false - end - - mob_sound(self, "death") - - local function death_handle(self) - -- dropped cooked item if mob died in fire or lava - if cause == "lava" or cause == "fire" then - item_drop(self, true, 0) - else - local wielditem = ItemStack() - if cause == "hit" then - local puncher = cmi_cause.puncher - if puncher then - wielditem = puncher:get_wielded_item() - end - end - local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect") - local looting = mcl_enchanting.get_enchantment(wielditem, "looting") - item_drop(self, cooked, looting) - - if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then - mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) - end - end - end - - -- execute custom death function - if self.on_die then - - local pos = self.object:get_pos() - local on_die_exit = self.on_die(self, pos, cmi_cause) - if on_die_exit ~= true then - death_handle(self) - end - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - if on_die_exit == true then - self.state = "die" - mcl_burning.extinguish(self.object) - self.object:remove() - return true - end - end - - local collisionbox - if self.collisionbox then - collisionbox = table.copy(self.collisionbox) - end - - self.state = "die" - self.attack = nil - self.v_start = false - self.fall_speed = DEFAULT_FALL_SPEED - self.timer = 0 - self.blinktimer = 0 - remove_texture_mod(self, "^[colorize:#FF000040") - remove_texture_mod(self, "^[brighten") - self.passive = true - - self.object:set_properties({ - pointable = false, - collide_with_objects = false, - }) - - set_velocity(self, 0) - local acc = self.object:get_acceleration() - acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 - self.object:set_acceleration(acc) - - local length - -- default death function and die animation (if defined) - if self.instant_death then - length = 0 - elseif 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 - length = max(frames / speed, 0) + DEATH_DELAY - set_animation(self, "die") - else - local rot = self.object:get_rotation() - rot.z = math_pi/2 - self.object:set_rotation(rot) - length = 1 + DEATH_DELAY - set_animation(self, "stand", true) - end - - - -- Remove body after a few seconds and drop stuff - local kill = function(self) - if not self.object:get_luaentity() then - return - end - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - death_handle(self) - local dpos = self.object:get_pos() - local cbox = self.collisionbox - local yaw = self.object:get_rotation().y - mcl_burning.extinguish(self.object) - self.object:remove() - mobs.death_effect(dpos, yaw, cbox, not self.instant_death) - end - if length <= 0 then - kill(self) - else - minetest_after(length, kill, self) - end - - return true -end - -- check if within physical map limits (-30911 to 30927) local within_limits, wmin, wmax = nil, -30913, 30928 @@ -1746,636 +1224,7 @@ local day_docile = function(self) 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 -local smart_mobs = function(self, 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 = "" - do_attack(self, self.attack) - - -- no path found, try something else - if not self.path.way then - - self.path.following = false - - -- lets make way by digging/building if not accessible - if self.pathfinding == 2 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() + 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 - do_jump(self) --add jump to pathfinding - self.path.following = true - -- Yay, I found path! - -- TODO: Implement war_cry sound without being annoying - --mob_sound(self, "war_cry", true) - else - set_velocity(self, 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 - --- monster find someone to attack -local monster_attack = function(self) - - if self.type ~= "monster" - or not damage_enabled - or minetest_is_creative_enabled("") - or self.passive - or self.state == "attack" - or day_docile(self) then - 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 - local objs = minetest_get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - if objs[n]:is_player() then - - if mobs.invis[ objs[n]:get_player_name() ] or (not object_in_range(self, objs[n])) then - type = "" - else - 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" - or (type == "animal" and self.attack_animals == true)) then - - 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 - - - -- choose closest player to attack - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - end - - -- attack player - if min_player then - do_attack(self, min_player) - end -end - - --- npc, find closest monster to attack -local npc_attack = function(self) - - if self.type ~= "npc" - or not self.attacks_monsters - or self.state == "attack" then - return - end - - local 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 line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = obj.object - end - end - end - - if min_player then - do_attack(self, min_player) - 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 runaway from -local runaway_from = function(self) - - if not self.runaway_from and self.state ~= "flop" then - 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 - local objs = minetest_get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - if objs[n]:is_player() then - - if mobs.invis[ objs[n]:get_player_name() ] - or self.owner == objs[n]:get_player_name() - or (not object_in_range(self, objs[n])) then - type = "" - else - 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 runaway from - if name ~= "" and name ~= self.name - and specific_runaway(self.runaway_from, name) then - - p = player:get_pos() - sp = s - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - dist = vector.distance(p, s) - - - -- choose closest player/mpb to runaway from - if dist < min_dist - and line_of_sight(self, 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 - s.x, - y = lp.y - s.y, - z = lp.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + math_pi - end - - yaw = set_yaw(self, 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 -local follow_flop = function(self) - - -- find player to follow - if (self.follow ~= "" - or self.order == "follow") - and not self.following - and self.state ~= "attack" - and self.order ~= "sit" - and self.state ~= "runaway" then - - local s = self.object:get_pos() - local players = minetest.get_connected_players() - - for n = 1, #players do - - if (object_in_range(self, players[n])) - 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.order ~= "sit" - 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, - -- mob is horny, fleeing or attacking - if self.following - and self.following:is_player() - and (follow_holding(self, self.following) == false or - self.horny or self.state == "runaway") then - self.following = nil - end - - end - - -- follow that thing - if self.following then - - local s = self.object:get_pos() - local p - - if self.following:is_player() then - - p = self.following:get_pos() - - elseif self.following.object then - - p = self.following.object:get_pos() - end - - if p then - - local dist = vector.distance(p, s) - - -- dont follow if out of range - if (not object_in_range(self, self.following)) then - self.following = nil - else - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + math_pi end - - set_yaw(self, yaw, 2.35) - - -- anyone but standing npc's can move along - if dist > 3 - and self.order ~= "stand" then - - set_velocity(self, self.follow_velocity) - - if self.walk_chance ~= 0 then - set_animation(self, "run") - end - else - set_velocity(self, 0) - set_animation(self, "stand") - end - - return - end - end - end - - -- swimmers flop when out of their element, and swim again when back in - if self.fly then - local s = self.object:get_pos() - if not flight_check(self, s) then - - self.state = "flop" - self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) - - local sdef = minetest_registered_nodes[self.standing_on] - -- Flop on ground - if sdef and sdef.walkable then - mob_sound(self, "flop") - self.object:set_velocity({ - x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), - y = FLOP_HEIGHT, - z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), - }) - end - - set_animation(self, "stand", true) - - return - elseif self.state == "flop" then - self.state = "stand" - self.object:set_acceleration({x = 0, y = 0, z = 0}) - set_velocity(self, 0) - end - end -end - - --- dogshoot attack switch and counter function -local dogswitch = function(self, dtime) - - -- switch mode not activated - if not self.dogshoot_switch - or not dtime then - return 0 - end - - self.dogshoot_count = self.dogshoot_count + dtime - - if (self.dogshoot_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) -- returns true if mob has died @@ -2936,110 +1785,6 @@ local do_states = function(self, dtime) end end - --- falling and fall damage --- returns true if mob died -local falling = function(self, pos) - - if self.fly and self.state ~= "die" then - return - end - - if mcl_portals ~= nil then - if mcl_portals.nether_portal_cooloff(self.object) then - return false -- mob has teleported through Nether portal - it's 99% not falling - end - end - - -- floating in water (or falling) - 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 - - if minetest_registered_nodes[node_ok(pos).name].groups.lava then - - if self.floats_on_lava == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 2), - z = 0 - }) - end - end - - -- in water then float up - if minetest_registered_nodes[node_ok(pos).name].groups.water then - - if self.floats == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (math_max(1, v.y) ^ 2), - z = 0 - }) - end - else - - -- fall damage onto solid ground - if self.fall_damage == 1 - and self.object:get_velocity().y == 0 then - - local d = (self.old_y or 0) - self.object:get_pos().y - - if d > 5 then - - local add = minetest_get_item_group(self.standing_on, "fall_damage_add_percent") - local damage = d - 5 - if add ~= 0 then - damage = damage + damage * (add/100) - end - damage = math_floor(damage) - if damage > 0 then - self.health = self.health - damage - - effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil) - - if check_for_death(self, "fall", {type = "fall"}) then - return true - end - end - end - - self.old_y = self.object:get_pos().y - end - end -end - -local teleport = function(self, target) - if self.do_teleport then - if self.do_teleport(self, target) == false then - return - end - end -end - - -- deal damage and effects when mob punched local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) @@ -3720,34 +2465,7 @@ local mob_step = function(self, dtime) node = minetest_get_node_or_nil(p) if node then nn = node.name - def = minetest_registered_nodes[nn] - end - - -- Move item around on flowing liquids - if def and def.liquidtype == "flowing" then - - -- Get flowing direction (function call from flowlib), if there's a liquid. - NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. - Luckily, this is exactly what we need if we only care about water, which has this flowing distance. - local vec = flowlib.quick_flow(p, node) - -- Just to make sure we don't manipulate the speed for no reason - if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then - -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" - local f = 1.39 - -- Set new item moving speed into the direciton of the liquid - local newv = vector.multiply(vec, f) - self.object:set_acceleration({x = 0, y = 0, z = 0}) - self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) - - self.physical_state = true - self._flowing = true - self.object:set_properties({ - physical = true - }) - return - end - elseif self._flowing == true then - -- Disable flowing physics if not on/in flowing liquid + def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid self._flowing = false enable_physics(self.object, self, true) return @@ -3869,6 +2587,63 @@ if collisionbox[5] < 0.79 then collisionbox[5] = 0.79 end + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + minetest.register_entity(name, { use_texture_alpha = def.use_texture_alpha, @@ -4154,35 +2929,6 @@ function mobs:register_arrow(name, def) }) end - --- no damage to nodes explosion -function mobs:safe_boom(self, 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) - effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) -end - - --- make explosion with protection and tnt mod check -function mobs:boom(self, pos, strength, fire) - self.object:remove() - if mod_explosions then - if mobs_griefing and not minetest_is_protected(pos, "") then - mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) - else - mobs:safe_boom(self, pos, strength) - end - else - mobs:safe_boom(self, pos, strength) - end -end - - -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: @@ -4293,179 +3039,3 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) end --- No-op in MCL2 (capturing mobs is not possible). --- Provided for compability with Mobs Redo -function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) - return false -end - - --- No-op in MCL2 (protecting mobs is not possible). -function mobs:protect(self, clicker) - return false -end - - --- feeding, taming and breeding (thanks blert2112) -function mobs:feed_tame(self, clicker, feed_count, breed, tame) - if not self.follow then - return false - end - - -- can eat/tame with item in hand - if follow_holding(self, clicker) then - - -- if not in creative then take item - if not mobs.is_creative(clicker:get_player_name()) then - - local item = clicker:get_wielded_item() - - item:take_item() - - clicker:set_wielded_item(item) - end - - mob_sound(self, "eat", nil, true) - - -- increase health - self.health = self.health + 4 - - if self.health >= self.hp_max then - - self.health = self.hp_max - - if self.htimer < 1 then - self.htimer = 5 - end - end - - self.object:set_hp(self.health) - - update_tag(self) - - -- make children grow quicker - if self.child == true then - - -- deduct 10% of the time to adulthood - self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) - - 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 - - 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 - mob_sound(self, "random", true) - end - - return true - end - - return false -end - --- Spawn a child -function mobs:spawn_child(pos, mob_type) - local child = minetest_add_entity(pos, mob_type) - if not child then - return - end - - local ent = child:get_luaentity() - effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) - - ent.child = true - - local textures - -- using specific child texture (if found) - if ent.child_texture then - textures = ent.child_texture[1] - end - - -- and resize to half height - child:set_properties({ - textures = textures, - visual_size = { - x = ent.base_size.x * .5, - y = ent.base_size.y * .5, - }, - collisionbox = { - ent.base_colbox[1] * .5, - ent.base_colbox[2] * .5, - ent.base_colbox[3] * .5, - ent.base_colbox[4] * .5, - ent.base_colbox[5] * .5, - ent.base_colbox[6] * .5, - }, - selectionbox = { - ent.base_selbox[1] * .5, - ent.base_selbox[2] * .5, - ent.base_selbox[3] * .5, - ent.base_selbox[4] * .5, - ent.base_selbox[5] * .5, - ent.base_selbox[6] * .5, - }, - }) - - return child -end - - --- compatibility function for old entities to new modpack entities -function mobs:alias_mob(old_name, new_name) - - -- spawn egg - minetest.register_alias(old_name, new_name) - - -- entity - minetest.register_entity(":" .. old_name, { - - physical = false, - - on_step = function(self) - - if minetest_registered_entities[new_name] then - minetest_add_entity(self.object:get_pos(), new_name) - end - - self.object:remove() - end - }) - -end - ---[[ -local timer = 0 -minetest.register_globalstep(function(dtime) - timer = timer + dtime - if timer < 1 then return end - for _, player in pairs(minetest.get_connected_players()) do - local pos = player:get_pos() - for _, obj in pairs(minetest_get_objects_inside_radius(pos, 47)) do - local lua = obj:get_luaentity() - if lua and lua._cmi_is_mob then - lua.lifetimer = math.max(20, lua.lifetimer) - lua.despawn_immediately = false - end - end - end - timer = 0 -end) -]]-- \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/backup_code_api.lua b/mods/ENTITIES/mcl_mobs/backup_code_api.lua new file mode 100644 index 000000000..ba4b8452a --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/backup_code_api.lua @@ -0,0 +1,1466 @@ +local disable_physics = function(object, luaentity, ignore_check, reset_movement) + if luaentity.physical_state == true or ignore_check == true then + luaentity.physical_state = false + object:set_properties({ + physical = false + }) + if reset_movement ~= false then + object:set_velocity({x=0,y=0,z=0}) + object:set_acceleration({x=0,y=0,z=0}) + end + end +end + +----For Water Flowing: +local enable_physics = function(object, luaentity, ignore_check) + if luaentity.physical_state == false or ignore_check == true then + luaentity.physical_state = true + object:set_properties({ + physical = true + }) + object:set_velocity({x=0,y=0,z=0}) + object:set_acceleration({x=0,y=-9.81,z=0}) + end +end + +--[[ +local timer = 0 +minetest.register_globalstep(function(dtime) + timer = timer + dtime + if timer < 1 then return end + for _, player in pairs(minetest.get_connected_players()) do + local pos = player:get_pos() + for _, obj in pairs(minetest_get_objects_inside_radius(pos, 47)) do + local lua = obj:get_luaentity() + if lua and lua._cmi_is_mob then + lua.lifetimer = math.max(20, lua.lifetimer) + lua.despawn_immediately = false + end + end + end + timer = 0 +end) +]]-- + +-- compatibility function for old entities to new modpack entities +function mobs:alias_mob(old_name, new_name) + + -- spawn egg + minetest.register_alias(old_name, new_name) + + -- entity + minetest.register_entity(":" .. old_name, { + + physical = false, + + on_step = function(self) + + if minetest_registered_entities[new_name] then + minetest_add_entity(self.object:get_pos(), new_name) + end + + self.object:remove() + end + }) +end + + +-- Spawn a child +function mobs:spawn_child(pos, mob_type) + local child = minetest_add_entity(pos, mob_type) + if not child then + return + end + + local ent = child:get_luaentity() + effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) + + ent.child = true + + local textures + -- using specific child texture (if found) + if ent.child_texture then + textures = ent.child_texture[1] + end + + -- and resize to half height + child:set_properties({ + textures = textures, + visual_size = { + x = ent.base_size.x * .5, + y = ent.base_size.y * .5, + }, + collisionbox = { + ent.base_colbox[1] * .5, + ent.base_colbox[2] * .5, + ent.base_colbox[3] * .5, + ent.base_colbox[4] * .5, + ent.base_colbox[5] * .5, + ent.base_colbox[6] * .5, + }, + selectionbox = { + ent.base_selbox[1] * .5, + ent.base_selbox[2] * .5, + ent.base_selbox[3] * .5, + ent.base_selbox[4] * .5, + ent.base_selbox[5] * .5, + ent.base_selbox[6] * .5, + }, + }) + + return child +end + + +-- No-op in MCL2 (capturing mobs is not possible). +-- Provided for compability with Mobs Redo +function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) + return false +end + + +-- No-op in MCL2 (protecting mobs is not possible). +function mobs:protect(self, clicker) + return false +end + + +-- feeding, taming and breeding (thanks blert2112) +function mobs:feed_tame(self, clicker, feed_count, breed, tame) + if not self.follow then + return false + end + + -- can eat/tame with item in hand + if follow_holding(self, clicker) then + + -- if not in creative then take item + if not mobs.is_creative(clicker:get_player_name()) then + + local item = clicker:get_wielded_item() + + item:take_item() + + clicker:set_wielded_item(item) + end + + mob_sound(self, "eat", nil, true) + + -- increase health + self.health = self.health + 4 + + if self.health >= self.hp_max then + + self.health = self.hp_max + + if self.htimer < 1 then + self.htimer = 5 + end + end + + self.object:set_hp(self.health) + + update_tag(self) + + -- make children grow quicker + if self.child == true then + + -- deduct 10% of the time to adulthood + self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) + + 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 + + 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 + mob_sound(self, "random", true) + end + + return true + end + + return false +end + +-- no damage to nodes explosion +function mobs:safe_boom(self, 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) + effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) +end + + +-- make explosion with protection and tnt mod check +function mobs:boom(self, pos, strength, fire) + self.object:remove() + if mod_explosions then + if mobs_griefing and not minetest_is_protected(pos, "") then + mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) + else + mobs:safe_boom(self, pos, strength) + end + else + mobs:safe_boom(self, pos, strength) + end +end + +-- falling and fall damage +-- returns true if mob died +local falling = function(self, pos) + + if self.fly and self.state ~= "die" then + return + end + + if mcl_portals ~= nil then + if mcl_portals.nether_portal_cooloff(self.object) then + return false -- mob has teleported through Nether portal - it's 99% not falling + end + end + + -- floating in water (or falling) + 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 + + if minetest_registered_nodes[node_ok(pos).name].groups.lava then + + if self.floats_on_lava == 1 then + + self.object:set_acceleration({ + x = 0, + y = -self.fall_speed / (max(1, v.y) ^ 2), + z = 0 + }) + end + end + + -- in water then float up + if minetest_registered_nodes[node_ok(pos).name].groups.water then + + if self.floats == 1 then + + self.object:set_acceleration({ + x = 0, + y = -self.fall_speed / (math_max(1, v.y) ^ 2), + z = 0 + }) + end + else + + -- fall damage onto solid ground + if self.fall_damage == 1 + and self.object:get_velocity().y == 0 then + + local d = (self.old_y or 0) - self.object:get_pos().y + + if d > 5 then + + local add = minetest_get_item_group(self.standing_on, "fall_damage_add_percent") + local damage = d - 5 + if add ~= 0 then + damage = damage + damage * (add/100) + end + damage = math_floor(damage) + if damage > 0 then + self.health = self.health - damage + + effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil) + + if check_for_death(self, "fall", {type = "fall"}) then + return true + end + end + end + + self.old_y = self.object:get_pos().y + end + end +end + +local teleport = function(self, target) + if self.do_teleport then + if self.do_teleport(self, target) == false then + return + end + end +end + + +-- find someone to runaway from +local runaway_from = function(self) + + if not self.runaway_from and self.state ~= "flop" then + 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 + local objs = minetest_get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + if objs[n]:is_player() then + + if mobs.invis[ objs[n]:get_player_name() ] + or self.owner == objs[n]:get_player_name() + or (not object_in_range(self, objs[n])) then + type = "" + else + 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 runaway from + if name ~= "" and name ~= self.name + and specific_runaway(self.runaway_from, name) then + + p = player:get_pos() + sp = s + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + dist = vector.distance(p, s) + + + -- choose closest player/mpb to runaway from + if dist < min_dist + and line_of_sight(self, 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 - s.x, + y = lp.y - s.y, + z = lp.z - s.z + } + + local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate + + if lp.x > s.x then + yaw = yaw + math_pi + end + + yaw = set_yaw(self, yaw, 4) + self.state = "runaway" + self.runaway_timer = 3 + self.following = nil + 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 + + +-- follow player if owner or holding item, if fish outta water then flop +local follow_flop = function(self) + + -- find player to follow + if (self.follow ~= "" + or self.order == "follow") + and not self.following + and self.state ~= "attack" + and self.order ~= "sit" + and self.state ~= "runaway" then + + local s = self.object:get_pos() + local players = minetest.get_connected_players() + + for n = 1, #players do + + if (object_in_range(self, players[n])) + 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.order ~= "sit" + 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, + -- mob is horny, fleeing or attacking + if self.following + and self.following:is_player() + and (follow_holding(self, self.following) == false or + self.horny or self.state == "runaway") then + self.following = nil + end + + end + + -- follow that thing + if self.following then + + local s = self.object:get_pos() + local p + + if self.following:is_player() then + + p = self.following:get_pos() + + elseif self.following.object then + + p = self.following.object:get_pos() + end + + if p then + + local dist = vector.distance(p, s) + + -- dont follow if out of range + if (not object_in_range(self, self.following)) then + self.following = nil + else + local vec = { + x = p.x - s.x, + z = p.z - s.z + } + + local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + + if p.x > s.x then yaw = yaw + math_pi end + + set_yaw(self, yaw, 2.35) + + -- anyone but standing npc's can move along + if dist > 3 + and self.order ~= "stand" then + + set_velocity(self, self.follow_velocity) + + if self.walk_chance ~= 0 then + set_animation(self, "run") + end + else + set_velocity(self, 0) + set_animation(self, "stand") + end + + return + end + end + end + + -- swimmers flop when out of their element, and swim again when back in + if self.fly then + local s = self.object:get_pos() + if not flight_check(self, s) then + + self.state = "flop" + self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) + + local sdef = minetest_registered_nodes[self.standing_on] + -- Flop on ground + if sdef and sdef.walkable then + mob_sound(self, "flop") + self.object:set_velocity({ + x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + y = FLOP_HEIGHT, + z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + }) + end + + set_animation(self, "stand", true) + + return + elseif self.state == "flop" then + self.state = "stand" + self.object:set_acceleration({x = 0, y = 0, z = 0}) + set_velocity(self, 0) + end + end +end + + +-- npc, find closest monster to attack +local npc_attack = function(self) + + if self.type ~= "npc" + or not self.attacks_monsters + or self.state == "attack" then + return + end + + local 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 line_of_sight(self, sp, p, 2) == true then + min_dist = dist + min_player = obj.object + end + end + end + + if min_player then + do_attack(self, min_player) + end +end + + +-- monster find someone to attack +local monster_attack = function(self) + + if self.type ~= "monster" + or not damage_enabled + or minetest_is_creative_enabled("") + or self.passive + or self.state == "attack" + or day_docile(self) then + 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 + local objs = minetest_get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + if objs[n]:is_player() then + + if mobs.invis[ objs[n]:get_player_name() ] or (not object_in_range(self, objs[n])) then + type = "" + else + 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" + or (type == "animal" and self.attack_animals == true)) then + + 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 + + + -- choose closest player to attack + if dist < min_dist + and line_of_sight(self, sp, p, 2) == true then + min_dist = dist + min_player = player + end + end + end + + -- attack player + if min_player then + do_attack(self, min_player) + 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 + + +-- dogfight attack switch and counter function +local dogswitch = function(self, dtime) + + -- switch mode not activated + if not self.dogshoot_switch + or not dtime then + return 0 + end + + self.dogshoot_count = self.dogshoot_count + dtime + + if (self.dogshoot_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 + +-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 +local smart_mobs = function(self, 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 = "" + do_attack(self, self.attack) + + -- no path found, try something else + if not self.path.way then + + self.path.following = false + + -- lets make way by digging/building if not accessible + if self.pathfinding == 2 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() + 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 + do_jump(self) --add jump to pathfinding + self.path.following = true + -- Yay, I found path! + -- TODO: Implement war_cry sound without being annoying + --mob_sound(self, "war_cry", true) + else + set_velocity(self, self.walk_velocity) + + -- follow path now that it has it + self.path.following = true + end + end +end + +local update_tag = function(self) + local tag + if mobs_debug then + tag = "nametag = '"..tostring(self.nametag).."'\n".. + "state = '"..tostring(self.state).."'\n".. + "order = '"..tostring(self.order).."'\n".. + "attack = "..tostring(self.attack).."\n".. + "health = "..tostring(self.health).."\n".. + "breath = "..tostring(self.breath).."\n".. + "gotten = "..tostring(self.gotten).."\n".. + "tamed = "..tostring(self.tamed).."\n".. + "horny = "..tostring(self.horny).."\n".. + "hornytimer = "..tostring(self.hornytimer).."\n".. + "runaway_timer = "..tostring(self.runaway_timer).."\n".. + "following = "..tostring(self.following) + else + tag = self.nametag + end + self.object:set_properties({ + nametag = tag, + }) + + update_roll(self) +end + +-- drop items +local item_drop = function(self, cooked, looting_level) + + -- no drops if disabled by setting + if not mobs_drop_items then return end + + looting_level = looting_level or 0 + + -- no drops for child mobs (except monster) + if (self.child and self.type ~= "monster") then + return + end + + local obj, item, num + local pos = self.object:get_pos() + + self.drops = self.drops or {} -- nil check + + for n = 1, #self.drops do + local dropdef = self.drops[n] + local chance = 1 / dropdef.chance + local looting_type = dropdef.looting + + if looting_level > 0 then + local chance_function = dropdef.looting_chance_function + if chance_function then + chance = chance_function(looting_level) + elseif looting_type == "rare" then + chance = chance + (dropdef.looting_factor or 0.01) * looting_level + end + end + + local num = 0 + local do_common_looting = (looting_level > 0 and looting_type == "common") + if math_random() < chance then + num = math_random(dropdef.min or 1, dropdef.max or 1) + elseif not dropdef.looting_ignore_chance then + do_common_looting = false + end + + if do_common_looting then + num = num + math_floor(math_random(0, looting_level) + 0.5) + end + + if num > 0 then + item = dropdef.name + + -- cook items when true + if cooked 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 + + -- add item if it exists + for x = 1, num do + obj = minetest_add_item(pos, ItemStack(item .. " " .. 1)) + end + + if obj and obj:get_luaentity() then + + obj:set_velocity({ + x = math_random(-10, 10) / 9, + y = 6, + z = math_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 +local check_for_death = function(self, cause, cmi_cause) + + if self.state == "die" then + return true + end + + -- has health actually changed? + if self.health == self.old_health and self.health > 0 then + return false + end + + local damaged = self.health < self.old_health + self.old_health = self.health + + -- still got some health? + if self.health > 0 then + + -- make sure health isn't higher than max + if self.health > self.hp_max then + self.health = self.hp_max + end + + -- play damage sound if health was reduced and make mob flash red. + if damaged then + add_texture_mod(self, "^[colorize:red:130") + minetest_after(.2, function(self) + if self and self.object then + remove_texture_mod(self, "^[colorize:red:130") + end + end, self) + mob_sound(self, "damage") + 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 + + update_tag(self) + end + + return false + end + + mob_sound(self, "death") + + local function death_handle(self) + -- dropped cooked item if mob died in fire or lava + if cause == "lava" or cause == "fire" then + item_drop(self, true, 0) + else + local wielditem = ItemStack() + if cause == "hit" then + local puncher = cmi_cause.puncher + if puncher then + wielditem = puncher:get_wielded_item() + end + end + local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect") + local looting = mcl_enchanting.get_enchantment(wielditem, "looting") + item_drop(self, cooked, looting) + + if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then + mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) + end + end + end + + -- execute custom death function + if self.on_die then + + local pos = self.object:get_pos() + local on_die_exit = self.on_die(self, pos, cmi_cause) + if on_die_exit ~= true then + death_handle(self) + end + + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + if on_die_exit == true then + self.state = "die" + mcl_burning.extinguish(self.object) + self.object:remove() + return true + end + end + + local collisionbox + if self.collisionbox then + collisionbox = table.copy(self.collisionbox) + end + + self.state = "die" + self.attack = nil + self.v_start = false + self.fall_speed = DEFAULT_FALL_SPEED + self.timer = 0 + self.blinktimer = 0 + remove_texture_mod(self, "^[colorize:#FF000040") + remove_texture_mod(self, "^[brighten") + self.passive = true + + self.object:set_properties({ + pointable = false, + collide_with_objects = false, + }) + + set_velocity(self, 0) + local acc = self.object:get_acceleration() + acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 + self.object:set_acceleration(acc) + + local length + -- default death function and die animation (if defined) + if self.instant_death then + length = 0 + elseif 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 + length = max(frames / speed, 0) + DEATH_DELAY + set_animation(self, "die") + else + local rot = self.object:get_rotation() + rot.z = math_pi/2 + self.object:set_rotation(rot) + length = 1 + DEATH_DELAY + set_animation(self, "stand", true) + end + + + -- Remove body after a few seconds and drop stuff + local kill = function(self) + if not self.object:get_luaentity() then + return + end + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + death_handle(self) + local dpos = self.object:get_pos() + local cbox = self.collisionbox + local yaw = self.object:get_rotation().y + mcl_burning.extinguish(self.object) + self.object:remove() + mobs.death_effect(dpos, yaw, cbox, not self.instant_death) + end + if length <= 0 then + kill(self) + else + minetest_after(length, kill, self) + end + + return true +end + +local damage_effect = function(self, damage) + -- damage particles + if (not disable_blood) and damage > 0 then + + local amount_large = math_floor(damage / 2) + local amount_small = damage % 2 + + local pos = self.object:get_pos() + + pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 + + local texture = "mobs_blood.png" + -- full heart damage (one particle for each 2 HP damage) + if amount_large > 0 then + effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) + end + -- half heart damage (one additional particle if damage is an odd number) + if amount_small > 0 then + -- TODO: Use "half heart" + effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) + end + end +end + + +-- custom particle effects +local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) + + 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 + go_down = go_down or false + + local ym + if go_down then + ym = 0 + else + ym = -radius + end + + minetest_add_particlespawner({ + amount = amount, + time = 0.25, + minpos = pos, + maxpos = pos, + minvel = {x = -radius, y = ym, 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 + + +-- are we flying in what we are suppose to? (taikedz) +local flight_check = function(self) + + local nod = self.standing_in + local def = minetest_registered_nodes[nod] + + if not def then return false end -- nil check + + local fly_in + if type(self.fly_in) == "string" then + fly_in = { self.fly_in } + elseif type(self.fly_in) == "table" then + fly_in = self.fly_in + else + return false + end + + for _,checknode in pairs(fly_in) do + if nod == checknode then + return true + elseif checknode == "__airlike" and def.walkable == false and + (def.liquidtype == "none" or minetest_get_item_group(nod, "fake_liquid") == 1) then + return true + end + end + + return false +end + + +-- check line of sight (BrunoMine) +local line_of_sight = function(self, 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 = vector.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 + + -- Check if you can still move forward + if td < ad + stepsize then + return true -- Reached the target + end + + -- Moves the analyzed pos + local d = vector.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 + +-- Returns true if node is a water hazard +local is_node_waterhazard = function(self, nodename) + local nn = nodename + if self.water_damage > 0 then + if minetest_get_item_group(nn, "water") ~= 0 then + return true + end + end + if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].drowning and minetest_registered_nodes[nn].drowning > 0 then + if self.breath_max ~= -1 then + -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case + -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous + if not self.breathes_in_water and minetest_get_item_group(nn, "water") ~= 0 then + return true + end + end + end + return false +end + + +-- Returns true is node can deal damage to self +local is_node_dangerous = function(self, nodename) + local nn = nodename + if self.lava_damage > 0 then + if minetest_get_item_group(nn, "lava") ~= 0 then + return true + end + end + if self.fire_damage > 0 then + if minetest_get_item_group(nn, "fire") ~= 0 then + return true + end + end + if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].damage_per_second and minetest_registered_nodes[nn].damage_per_second > 0 then + return true + end + return false +end + + +local add_texture_mod = function(self, mod) + local full_mod = "" + local already_added = false + for i=1, #self.texture_mods do + if mod == self.texture_mods[i] then + already_added = true + end + full_mod = full_mod .. self.texture_mods[i] + end + if not already_added then + full_mod = full_mod .. mod + table.insert(self.texture_mods, mod) + end + self.object:set_texture_mod(full_mod) +end + + +local remove_texture_mod = function(self, mod) + local full_mod = "" + local remove = {} + for i=1, #self.texture_mods do + if self.texture_mods[i] ~= mod then + full_mod = full_mod .. self.texture_mods[i] + else + table.insert(remove, i) + end + end + for i=#remove, 1 do + table.remove(self.texture_mods, remove[i]) + end + self.object:set_texture_mod(full_mod) +end