Merge pull request 'Overhaul breeding' (#1633) from jordan4ibanez/MineClone2:mineclone5 into mineclone5

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/1633
This commit is contained in:
jordan4ibanez 2021-04-24 04:40:00 +00:00
commit 4add3b286c
14 changed files with 551 additions and 58 deletions

View file

@ -164,6 +164,7 @@ dofile(api_path .. "sound_handling.lua")
dofile(api_path .. "death_logic.lua")
dofile(api_path .. "mob_effects.lua")
dofile(api_path .. "projectile_handling.lua")
dofile(api_path .. "breeding.lua")
mobs.spawning_mobs = {}
@ -244,7 +245,6 @@ function mobs:register_mob(name, def)
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow,
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
@ -264,8 +264,6 @@ function mobs:register_mob(name, def)
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
gotten = false,
health = 0,
reach = def.reach or 3,
@ -297,7 +295,6 @@ function mobs:register_mob(name, def)
owner_loyal = def.owner_loyal,
facing_fence = false,
_cmi_is_mob = true,
pushable = def.pushable or true,
@ -330,6 +327,25 @@ function mobs:register_mob(name, def)
skittish = def.skittish,
lifetimer_reset = 30, --30 seconds
lifetimer = 30, --30 seconds
--breeding stuff
breed_timer = 0,
breed_lookout_timer = 0,
breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding
breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate)
breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again)
bred = false,
follow = def.follow, --this item is also used for the breeding mechanism
follow_distance = def.follow_distance or 2,
baby_size = def.baby_size or 0.5,
baby = false,
grow_up_timer = 0,
grow_up_goal = 20*60, --in 20 minutes the mob grows up
special_breed_timer = 0, --this is used for the AHEM AHEM part of breeding
backup_visual_size = def.visual_size,
backup_collisionbox = collisionbox,
backup_selectionbox = def.selectionbox or def.collisionbox,
--end j4i stuff
-- MCL2 extensions

View file

@ -6,6 +6,7 @@ local math_round = math.round
local vector_multiply = vector.multiply
local vector_add = vector.add
local vector_new = vector.new
local vector_distance = vector.distance
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_item_group = minetest.get_item_group
@ -67,7 +68,8 @@ local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime)
--do math after sure not attacking or running away
--do math before sure not attacking, following, or running away so continue
--doing random walking for mobs if all states are not met
self.state_timer = self.state_timer - dtime
--only run away
@ -76,18 +78,39 @@ local land_state_switch = function(self, dtime)
if self.run_timer > 0 then
return
end
--continue
end
--ignore everything else if breeding
if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
self.state = "breed"
return
--reset the state timer to get the mob out of
--the breed state
elseif self.state == "breed" then
self.state_timer = 0
end
--ignore everything else if following
if mobs.check_following(self) and
(not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and
(not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then
self.state = "follow"
return
--reset the state timer to get the mob out of
--the follow state - not the cleanest option
--but the easiest
elseif self.state == "follow" then
self.state_timer = 0
end
--only attack
if self.hostile and self.attacking then
self.state = "attack"
return
end
--if finally reached here then do random wander
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
@ -98,11 +121,41 @@ end
-- states are executed here
local land_state_execution = function(self,dtime)
--[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster
print(self.breed_timer)
if self.breed_timer > 0 then
self.breed_timer = self.breed_timer - (dtime * 100)
if self.breed_timer <= 0 then
self.breed_timer = 0
end
end
]]--
--no collisionbox exception
if not self.object:get_properties() then
return
end
--timer to time out looking for mate
if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
self.breed_lookout_timer = self.breed_lookout_timer - dtime
--looking for mate failed
if self.breed_lookout_timer <= 0 then
self.breed_lookout_timer = 0
end
end
--cool off after breeding
if self.breed_timer and self.breed_timer > 0 then
self.breed_timer = self.breed_timer - dtime
--do this to skip the first check, using as switch
if self.breed_timer <= 0 then
self.breed_timer = 0
end
end
local pos = self.object:get_pos()
local collisionbox = self.object:get_properties().collisionbox
--get the center of the mob
@ -144,6 +197,26 @@ local land_state_execution = function(self,dtime)
end
mobs.lock_yaw(self)
elseif self.state == "follow" then
--always look at players
mobs.set_yaw_while_following(self)
--check distance
local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
--don't push the player if too close
if self.follow_distance < distance_from_follow_person then
mobs.set_mob_animation(self, "run")
mobs.set_velocity(self,self.run_velocity)
if mobs.jump_check(self) == 1 then
mobs.jump(self)
end
else
mobs.set_mob_animation(self, "stand")
mobs.set_velocity(self,0)
end
elseif self.state == "walk" then
@ -246,6 +319,48 @@ local land_state_execution = function(self,dtime)
mobs.projectile_attack_walk(self,dtime)
end
elseif self.state == "breed" then
mobs.breeding_effect(self)
local mate = mobs.look_for_mate(self)
--found a mate
if mate then
mobs.set_yaw_while_breeding(self,mate)
mobs.set_velocity(self, self.walk_velocity)
--smoosh together basically
if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
mobs.set_mob_animation(self, "stand")
if self.special_breed_timer == 0 then
self.special_breed_timer = 2 --breeding takes 2 seconds
end
self.special_breed_timer = self.special_breed_timer - dtime
if self.special_breed_timer <= 0 then
--pop a baby out, it's a miracle!
local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
self.special_breed_timer = 0
self.breed_lookout_timer = 0
self.breed_timer = self.breed_timer_cooloff
mate:get_luaentity().special_breed_timer = 0
mate:get_luaentity().breed_lookout_timer = 0
mate:get_luaentity().breed_timer = self.breed_timer_cooloff -- can reuse because it's the same mob
end
else
mobs.set_mob_animation(self, "walk")
end
--couldn't find a mate, just stand there until the player pushes it towards one
--or the timer runs out
else
mobs.set_mob_animation(self, "stand")
mobs.set_velocity(self,0)
end
end
@ -697,8 +812,8 @@ mobs.mob_step = function(self, dtime)
end
--despawn mechanism
--don't despawned tamed mobs
if not self.tamed then
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 then
self.lifetimer = self.lifetimer_reset
@ -735,6 +850,24 @@ mobs.mob_step = function(self, dtime)
return
end
--baby grows up
if self.baby then
--print(self.grow_up_timer)
--catch missing timer
if not self.grow_up_timer then
self.grow_up_timer = self.grow_up_goal
end
self.grow_up_timer = self.grow_up_timer - dtime
--baby grows up!
if self.grow_up_timer <= 0 then
self.grow_up_timer = 0
mobs.baby_grow_up(self)
end
end
--do custom mob instructions
if self.do_custom then

View file

@ -214,3 +214,46 @@ mobs.handle_explosion_animation = function(self)
self.object:set_properties({visual_size = visual_size_modified})
end
--this is used when a mob is following player
mobs.set_yaw_while_following = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.following_person:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used for when mobs breed
mobs.set_yaw_while_breeding = function(self, mate)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = mate:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end

View file

@ -0,0 +1,177 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
--check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
return(false)
end
--hey look, this thing works for passive mobs too!
local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
--check if the follower is a player incase they log out
if follower and follower:is_player() then
local stack = follower:get_wielded_item()
--safety check
if not stack then
self.following_person = nil
return(false)
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.following_person = follower
return(true)
end
end
--everything failed
self.following_person = nil
return(false)
end
--a function which attempts to make mobs enter
--the breeding state
mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
return(false)
end
--do not do anything if looking for mate or
--if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return(false)
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return(false)
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
return(true)
end
--everything failed
return(false)
end
--find the closest mate in the area
mobs.look_for_mate = function(self)
local pos1 = self.object:get_pos()
pos1.y = pos1.y + self.eye_height
local mates_in_area = {}
local winner_mate = nil
local mates_detected = 0
local radius = self.view_range
--get mates in radius
for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do
--look for a breeding mate
if mate and mate:get_luaentity()
and mate:get_luaentity()._cmi_is_mob
and mate:get_luaentity().name == self.name
and mate:get_luaentity().breed_lookout_timer > 0
and mate:get_luaentity() ~= self then
local pos2 = mate:get_pos()
local distance = vector_distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest_line_of_sight(
vector_new(pos1.x, pos1.y, pos1.z),
vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
else
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
end
end
end
--return if there's no one near by
if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_distance = radius + 1
--sort through mates and find the closest mate
for mate,distance in pairs(mates_in_area) do
if distance < shortest_distance then
shortest_distance = distance
winner_mate = mate
end
end
return(winner_mate)
end
--make the baby grow up
mobs.baby_grow_up = function(self)
self.baby = nil
self.visual_size = self.backup_visual_size
self.collisionbox = self.backup_collisionbox
self.selectionbox = self.backup_selectionbox
self.object:set_properties(self)
end
--makes the baby grow up faster with diminishing returns
mobs.make_baby_grow_faster = function(self,clicker)
if clicker and clicker:is_player() then
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
end
end
end

View file

@ -9,6 +9,7 @@ local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_connected_players = minetest.get_connected_players
local vector_new = vector.new
local vector_add = vector.add
local vector_multiply = vector.multiply
local vector_distance = vector.distance
@ -39,7 +40,7 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
local pos2 = player:get_pos()
local distance = vector.distance(pos1,pos2)
local distance = vector_distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
@ -67,12 +68,12 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
end
--do a default radius max
local shortest_disance = radius + 1
local shortest_distance = radius + 1
--sort through players and find the closest player
for player,distance in pairs(players_in_area) do
if distance < shortest_disance then
shortest_disance = distance
if distance < shortest_distance then
shortest_distance = distance
winner_player = player
end
end
@ -94,7 +95,7 @@ mobs.jump_check = function(self,dtime)
vector_multiply(dir, radius)
--only jump if there's a node and a non-solid node above it
local test_dir = vector.add(pos,dir)
local test_dir = vector_add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0

View file

@ -120,3 +120,33 @@ mobs.tamed_effect = function(self)
texture = "heart.png",
})
end
--hearts when breeding
mobs.breeding_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 2,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end

View file

@ -6,8 +6,8 @@ local minetest_settings = minetest.settings
mobs.mob_staticdata = function(self)
--despawn mechanism
--don't despawned tamed mobs
if not self.tamed then
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
if not mobs.check_for_player_within_area(self, 64) then
--print("removing SERIALIZED!")
self.object:remove()
@ -107,12 +107,12 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
-- set baby mobs to half size
if self.baby == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
x = self.base_size.x * self.baby_size,
y = self.base_size.y * self.baby_size,
}
if def.child_texture then
@ -120,20 +120,20 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
end
colbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
self.base_colbox[1] * self.baby_size,
self.base_colbox[2] * self.baby_size,
self.base_colbox[3] * self.baby_size,
self.base_colbox[4] * self.baby_size,
self.base_colbox[5] * self.baby_size,
self.base_colbox[6] * self.baby_size
}
selbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
self.base_selbox[4] * .5,
self.base_selbox[5] * .5,
self.base_selbox[6] * .5
self.base_selbox[1] * self.baby_size,
self.base_selbox[2] * self.baby_size,
self.base_selbox[3] * self.baby_size,
self.base_selbox[4] * self.baby_size,
self.base_selbox[5] * self.baby_size,
self.base_selbox[6] * self.baby_size
}
end

View file

@ -65,12 +65,25 @@ mobs:register_mob("mobs_mc:chicken", {
run_start = 0, run_end = 40,
},
follow = mobs_mc.follow.chicken,
follow = "mcl_farming:wheat_seeds",
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
view_range = 16,
fear_height = 4,
--why do chickend breed if they lay eggs??
on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 1, true, true) then return end
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
end,
do_custom = function(self, dtime)

View file

@ -48,11 +48,17 @@ local cow_def = {
walk_end = 40, run_start = 0,
run_end = 40,
},
follow = mobs_mc.follow.cow,
--follow = mobs_mc.follow.cow,
on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if self.child then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
@ -72,6 +78,9 @@ local cow_def = {
return
end
end,
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
follow = mobs_mc.items.wheat,
view_range = 10,
fear_height = 4,
@ -85,11 +94,17 @@ local mooshroom_def = table.copy(cow_def)
mooshroom_def.mesh = "mobs_mc_cow.b3d"
mooshroom_def.textures = { {"mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png"}, {"mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } }
mooshroom_def.on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if self.child then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
local item = clicker:get_wielded_item()
-- Use shears to get mushrooms and turn mooshroom into cow
if item:get_name() == mobs_mc.items.shears then

View file

@ -117,7 +117,8 @@ local horse = {
fly = false,
walk_chance = 60,
view_range = 16,
follow = mobs_mc.follow.horse,
follow = "mcl_farming:wheat_item",
follow_distance = 3,
passive = true,
hp_min = 15,
hp_max = 30,
@ -217,6 +218,22 @@ local horse = {
local iname = item:get_name()
local heal = 0
--sneak click to breed the horse/feed it
if self.owner and self.owner == clicker:get_player_name() and clicker:get_player_control().sneak then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
return
end
-- Taming
self.temper = self.temper or (math.random(1,100))

View file

@ -58,6 +58,9 @@ mobs:register_mob("mobs_mc:llama", {
walk_velocity = 1,
run_velocity = 4.4,
follow_velocity = 4.4,
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
floats = 1,
reach = 6,
drops = {
@ -92,7 +95,7 @@ mobs:register_mob("mobs_mc:llama", {
look_start = 78,
look_end = 108,
},
follow = mobs_mc.follow.llama,
follow = mobs_mc.items.hay_bale,
view_range = 16,
do_custom = function(self, dtime)
@ -135,15 +138,20 @@ mobs:register_mob("mobs_mc:llama", {
return
end
local item = clicker:get_wielded_item()
if item:get_name() == mobs_mc.items.hay_bale then
-- Breed with hay bale
if mobs:feed_tame(self, clicker, 1, true, false) then return end
else
-- Feed with anything else
if mobs:feed_tame(self, clicker, 1, false, true) then return end
if clicker:get_player_control().sneak then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
end
-- Make sure tamed llama is mature and being clicked by owner only
if self.tamed and not self.child and self.owner == clicker:get_player_name() then

View file

@ -24,6 +24,9 @@ mobs:register_mob("mobs_mc:pig", {
walk_velocity = 1,
run_velocity = 3,
follow_velocity = 3.4,
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
drops = {
{name = mobs_mc.items.porkchop_raw,
chance = 1,
@ -50,7 +53,7 @@ mobs:register_mob("mobs_mc:pig", {
run_start = 0,
run_end = 40,
},
follow = mobs_mc.follow.pig,
follow = "mcl_farming:carrot_item",
view_range = 8,
do_custom = function(self, dtime)
@ -91,10 +94,17 @@ mobs:register_mob("mobs_mc:pig", {
return
end
local wielditem = clicker:get_wielded_item()
-- Feed pig
if wielditem:get_name() ~= mobs_mc.items.carrot_on_a_stick then
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if clicker:get_player_control().sneak then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
end
if self.child then

View file

@ -63,6 +63,10 @@ mobs:register_mob("mobs_mc:sheep", {
xp_min = 1,
xp_max = 3,
skittish = true,
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
follow = mobs_mc.items.wheat,
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.29, 0.45},
rotate = 270,
visual = "mesh",
@ -100,7 +104,6 @@ mobs:register_mob("mobs_mc:sheep", {
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,
},
follow = mobs_mc.follow.sheep,
view_range = 12,
-- Eat grass
@ -196,7 +199,16 @@ mobs:register_mob("mobs_mc:sheep", {
on_rightclick = function(self, clicker)
local item = clicker:get_wielded_item()
if mobs:feed_tame(self, clicker, 1, true, true) then return end
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
if item:get_name() == mobs_mc.items.shears and not self.gotten and not self.child then
self.gotten = true

View file

@ -76,6 +76,7 @@ local wolf = {
dog:set_yaw(yaw)
ent = dog:get_luaentity()
ent.owner = clicker:get_player_name()
ent.tamed = true
-- cornfirm taming
minetest.sound_play("mobs_mc_wolf_bark", {object=dog, max_hear_distance=16}, true)
-- Replace wolf
@ -143,12 +144,29 @@ dog.owner_loyal = true
dog.follow_velocity = 3.2
-- Automatically teleport dog to owner
dog.do_custom = mobs_mc.make_owner_teleport_function(12)
dog.follow = mobs_mc.follow.dog
dog.attack_animals = nil
dog.specific_attack = nil
dog.breed_distance = 1.5
dog.baby_size = 0.5
dog.follow_distance = 2
dog.follow = "mcl_mobitems:beef"
dog.on_rightclick = function(self, clicker)
local item = clicker:get_wielded_item()
if self.owner and self.owner == clicker:get_player_name() and clicker:get_player_control().sneak then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
end
if is_food(item:get_name()) then
-- Feed to increase health
local hp = self.health