Reorganize all mob sections into multiple files

This commit is contained in:
jordan4ibanez 2021-04-15 15:04:55 -04:00
parent 5155d12d05
commit 6cb6d714c9
9 changed files with 926 additions and 953 deletions

View File

@ -1,8 +1,11 @@
-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
-- current state of things: Why?
-- current state of things: How to?
-- lua locals
-- mobs library
mobs = {}
-- lua locals - can grab from this to easily plop them into the api lua files
--localize minetest functions
local minetest_settings = minetest.settings
@ -46,7 +49,6 @@ local math_floor = math.floor
local vector_new = vector.new
local vector_length = vector.length
mobs = {}
-- mob constants
local MAX_MOB_NAME_LENGTH = 30
local BREED_TIME = 30
@ -142,798 +144,56 @@ if minetest_settings:get_bool("only_peaceful_mobs", false) then
end
local integer_test = {-1,1}
local collision = function(self)
local pos = self.object:get_pos()
--do collision detection from the base of the mob
local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
local collision_boundary = collisionbox[4]
local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
local collision_count = 0
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
--don't collide with rider, rider don't collide with thing
--(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
--(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
if collision_count > 100 then
break
end
local pos2 = object:get_pos()
local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
local velocity = dir
--0.5 is the max force multiplier
local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
local vel1 = vector.multiply(velocity, -1.5)
local vel2 = vector.multiply(velocity, 1.5)
vel1 = vector.multiply(vel1, force)
vel2 = vector.multiply(vel2, force)
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
local set_velocity = function(self, v)
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
y = 0,
z = (math_cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
-- calculate mob velocity
local get_velocity = function(self)
local v = self.object:get_velocity()
v.y = 0
if v then
return vector_length(v)
end
return 0
end
-- set defined animation
local set_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
self.animation.current = self.animation.current or ""
if (anim == self.animation.current
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self.animation.current = anim
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
-- above function exported for mount.lua
function mobs:set_animation(self, anim)
set_animation(self, anim)
end
mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest_add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest_sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
local do_states = function(self, dtime)
local yaw = self.object:get_yaw() or 0
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(0,2) + math.random()
--let's do a random state
self.yaw = (math_random() * (math.pi * 2))
end
set_velocity(self,1)
end
local state_randomization = {"stand", "walk"}
-- get entity staticdata
local mob_staticdata = function(self)
--[[
-- remove mob when out of range unless tamed
if remove_far
and self.can_despawn
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then
minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1))
mcl_burning.extinguish(self.object)
self.object:remove()
return ""-- nil
end
--]]
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = state_randomization[math.random(1,#state_randomization)]
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
return minetest.serialize(tmp)
end
-- activate mob and reload settings
local mob_activate = function(self, staticdata, def, dtime)
-- remove monsters in peaceful mode
if self.type == "monster"
and minetest_settings:get_bool("only_peaceful_mobs", false) then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
-- select random texture, set model and size
if not self.base_texture then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
self.base_texture = def.textures[math_random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
selbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
self.base_selbox[4] * .5,
self.base_selbox[5] * .5,
self.base_selbox[6] * .5
}
end
if self.health == 0 then
self.health = math_random (self.hp_min, self.hp_max)
end
if self.breath == nil then
self.breath = self.breath_max
end
-- pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "ignore"
self.standing_on = "ignore"
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
self.texture_mods = {}
self.object:set_texture_mod("")
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
-- check existing nametag
if not self.nametag then
self.nametag = def.nametag
end
-- set anything changed above
self.object:set_properties(self)
--update_tag(self)
--set_animation(self, "stand")
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
if use_cmi then
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
local movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw
if current_engine_yaw > math.pi * 2 then
current_engine_yaw = current_engine_yaw - (math.pi * 2)
end
if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
local mob_step = function(self, dtime)
--do not continue if non-existent
if not self or not self.object or not self.object:get_luaentity() then
return false
end
--print(self.object:get_yaw())
--if self.state == "die" then
-- print("need custom die stop moving thing")
-- return
--end
do_states(self, dtime)
movement_rotation_lock(self)
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then
collision(self)
end
--if not self.fire_resistant then
-- mcl_burning.tick(self.object, dtime)
--end
--if use_cmi then
--cmi.notify_step(self.object, dtime)
--end
--local pos = self.object:get_pos()
--local yaw = 0
--if mobs_debug then
--update_tag(self)
--end
--if self.jump_sound_cooloff > 0 then
-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
--end
--if self.opinion_sound_cooloff > 0 then
-- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
--end
--if falling(self, pos) then
-- Return if mob died after falling
-- return
--end
-- run custom function (defined in mob lua file)
--if self.do_custom then
-- when false skip going any further
--if self.do_custom(self, dtime) == false then
-- return
--end
--end
-- knockback timer
--if self.pause_timer > 0 then
-- self.pause_timer = self.pause_timer - dtime
-- return
--end
-- attack timer
--self.timer = self.timer + dtime
--[[
if self.state ~= "attack" then
if self.timer < 1 then
print("returning>>error code 1")
return
end
self.timer = 0
end
]]--
-- never go over 100
--if self.timer > 100 then
-- self.timer = 1
--end
-- mob plays random sound at times
--if math_random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
-- environmental damage timer (every 1 second)
--self.env_damage_timer = self.env_damage_timer + dtime
--if (self.state == "attack" and self.env_damage_timer > 1)
--or self.state ~= "attack" then
--
-- self.env_damage_timer = 0
--
-- -- check for environmental damage (water, fire, lava etc.)
-- if do_env_damage(self) then
-- return
-- end
--
-- node replace check (cow eats grass etc.)
-- replace(self, pos)
--end
--monster_attack(self)
--npc_attack(self)
--breed(self)
--do_jump(self)
--runaway_from(self)
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then
-- set_velocity(self, 0)
-- self.state = "stand"
-- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
-- Add water flowing for mobs from mcl_item_entity
--[[
local p, node, nn, def
p = self.object:get_pos()
node = minetest_get_node_or_nil(p)
if node then
nn = node.name
def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
--Mob following code.
follow_flop(self)
if is_at_cliff_or_danger(self) then
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
local yaw = self.object:get_yaw() or 0
yaw = set_yaw(self, yaw + 0.78, 8)
end
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
self.lifetimer = self.lifetimer - dtime
if self.despawn_immediately or self.lifetimer <= 0 then
minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos, 1))
mcl_burning.extinguish(self.object)
self.object:remove()
elseif self.lifetimer <= 10 then
if math_random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
end
end
end
]]--
end
-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api
dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua")
dofile(api_path .. "environment.lua")
dofile(api_path .. "interaction.lua")
dofile(api_path .. "movement.lua")
dofile(api_path .. "set_up.lua")
mobs.spawning_mobs = {}
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
local tag = item:get_meta():get_string("name")
if tag ~= "" then
if string.len(tag) > MAX_MOB_NAME_LENGTH then
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
end
self.nametag = tag
update_tag(self)
if not mobs.is_creative(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
return true
end
end
return false
end
local create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
-- register mob entity
function mobs:register_mob(name, def)
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
mobs.spawning_mobs[name] = true
local can_despawn
if def.can_despawn ~= nil then
local can_despawn
if def.can_despawn ~= nil then
can_despawn = def.can_despawn
elseif def.spawn_class == "passive" then
elseif def.spawn_class == "passive" then
can_despawn = false
else
else
can_despawn = true
end
end
local function scale_difficulty(value, default, min, special)
local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
return default
else
return math_max(min, value * difficulty)
end
end
end
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
minetest.register_entity(name, {
minetest.register_entity(name, {
use_texture_alpha = def.use_texture_alpha,
stepheight = def.stepheight or 0.6,
@ -978,7 +238,7 @@ minetest.register_entity(name, {
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = create_mob_on_rightclick(def.on_rightclick),
on_rightclick = mobs.create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
@ -1073,7 +333,7 @@ minetest.register_entity(name, {
on_blast = def.on_blast or do_tnt,
on_step = mob_step,
on_step = mobs.mob_step,
do_punch = def.do_punch,
@ -1093,20 +353,20 @@ minetest.register_entity(name, {
collide_with_objects = false,
})
self.object:set_acceleration(vector_new(0,-9.81, 0))
return mob_activate(self, staticdata, def, dtime)
return mobs.mob_activate(self, staticdata, def, dtime)
end,
get_staticdata = function(self)
return mob_staticdata(self)
return mobs.mob_staticdata(self)
end,
harmed_by_heal = def.harmed_by_heal,
})
})
if minetest_get_modpath("doc_identifier") ~= nil then
if minetest_get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(name, "basics", "mobs")
end
end
end -- END mobs:register_mob function

View File

@ -0,0 +1,204 @@
local math_random = math.random
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
local do_states = function(self, dtime)
local yaw = self.object:get_yaw() or 0
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(0,2) + math.random()
--let's do a random state
self.yaw = (math_random() * (math.pi * 2))
end
mobs.set_velocity(self,1)
end
mobs.mob_step = function(self, dtime)
--do not continue if non-existent
if not self or not self.object or not self.object:get_luaentity() then
return false
end
--print(self.object:get_yaw())
--if self.state == "die" then
-- print("need custom die stop moving thing")
-- return
--end
do_states(self, dtime)
mobs.movement_rotation_lock(self)
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then
mobs.collision(self)
end
--if not self.fire_resistant then
-- mcl_burning.tick(self.object, dtime)
--end
--if use_cmi then
--cmi.notify_step(self.object, dtime)
--end
--local pos = self.object:get_pos()
--local yaw = 0
--if mobs_debug then
--update_tag(self)
--end
--if self.jump_sound_cooloff > 0 then
-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
--end
--if self.opinion_sound_cooloff > 0 then
-- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
--end
--if falling(self, pos) then
-- Return if mob died after falling
-- return
--end
-- run custom function (defined in mob lua file)
--if self.do_custom then
-- when false skip going any further
--if self.do_custom(self, dtime) == false then
-- return
--end
--end
-- knockback timer
--if self.pause_timer > 0 then
-- self.pause_timer = self.pause_timer - dtime
-- return
--end
-- attack timer
--self.timer = self.timer + dtime
--[[
if self.state ~= "attack" then
if self.timer < 1 then
print("returning>>error code 1")
return
end
self.timer = 0
end
]]--
-- never go over 100
--if self.timer > 100 then
-- self.timer = 1
--end
-- mob plays random sound at times
--if math_random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
-- environmental damage timer (every 1 second)
--self.env_damage_timer = self.env_damage_timer + dtime
--if (self.state == "attack" and self.env_damage_timer > 1)
--or self.state ~= "attack" then
--
-- self.env_damage_timer = 0
--
-- -- check for environmental damage (water, fire, lava etc.)
-- if do_env_damage(self) then
-- return
-- end
--
-- node replace check (cow eats grass etc.)
-- replace(self, pos)
--end
--monster_attack(self)
--npc_attack(self)
--breed(self)
--do_jump(self)
--runaway_from(self)
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then
-- set_velocity(self, 0)
-- self.state = "stand"
-- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
-- Add water flowing for mobs from mcl_item_entity
--[[
local p, node, nn, def
p = self.object:get_pos()
node = minetest_get_node_or_nil(p)
if node then
nn = node.name
def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
--Mob following code.
follow_flop(self)
if is_at_cliff_or_danger(self) then
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
local yaw = self.object:get_yaw() or 0
yaw = set_yaw(self, yaw + 0.78, 8)
end
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
self.lifetimer = self.lifetimer - dtime
if self.despawn_immediately or self.lifetimer <= 0 then
minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos, 1))
mcl_burning.extinguish(self.object)
self.object:remove()
elseif self.lifetimer <= 10 then
if math_random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
end
end
end
]]--
end

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local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
-- set defined animation
local set_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
self.animation.current = self.animation.current or ""
if (anim == self.animation.current
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self.animation.current = anim
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
-- above function exported for mount.lua
function mobs:set_animation(self, anim)
set_animation(self, anim)
end
mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest_add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest_sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw
if current_engine_yaw > math.pi * 2 then
current_engine_yaw = current_engine_yaw - (math.pi * 2)
end
if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end

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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local integer_test = {-1,1}
mobs.collision = function(self)
local pos = self.object:get_pos()
--do collision detection from the base of the mob
local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
local collision_boundary = collisionbox[4]
local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
local collision_count = 0
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
--don't collide with rider, rider don't collide with thing
--(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
--(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
if collision_count > 100 then
break
end
local pos2 = object:get_pos()
local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
local velocity = dir
--0.5 is the max force multiplier
local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
local vel1 = vector.multiply(velocity, -1.5)
local vel2 = vector.multiply(velocity, 1.5)
vel1 = vector.multiply(vel1, force)
vel2 = vector.multiply(vel2, force)
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end

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-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end

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-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
local tag = item:get_meta():get_string("name")
if tag ~= "" then
if string.len(tag) > MAX_MOB_NAME_LENGTH then
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
end
self.nametag = tag
update_tag(self)
if not mobs.is_creative(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
return true
end
end
return false
end
mobs.create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
mobs.feed_tame = function(self)
return nil
end

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local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
-- localize vector functions
local vector_new = vector.new
local vector_length = vector.length
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_velocity = function(self, v)
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
y = 0,
z = (math_cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
-- calculate mob velocity
mobs.get_velocity = function(self)
local v = self.object:get_velocity()
v.y = 0
if v then
return vector_length(v)
end
return 0
end

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local math_random = math.random
local state_randomization = {"stand", "walk"}
-- get entity staticdata
mobs.mob_staticdata = function(self)
--[[
-- remove mob when out of range unless tamed
if remove_far
and self.can_despawn
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then
minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1))
mcl_burning.extinguish(self.object)
self.object:remove()
return ""-- nil
end
--]]
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = state_randomization[math.random(1,#state_randomization)]
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
return minetest.serialize(tmp)
end
-- activate mob and reload settings
mobs.mob_activate = function(self, staticdata, def, dtime)
-- remove monsters in peaceful mode
if self.type == "monster"
and minetest_settings:get_bool("only_peaceful_mobs", false) then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
-- select random texture, set model and size
if not self.base_texture then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
self.base_texture = def.textures[math_random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
selbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
self.base_selbox[4] * .5,
self.base_selbox[5] * .5,
self.base_selbox[6] * .5
}
end
if self.health == 0 then
self.health = math_random (self.hp_min, self.hp_max)
end
if self.breath == nil then
self.breath = self.breath_max
end
-- pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "ignore"
self.standing_on = "ignore"
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
self.texture_mods = {}
self.object:set_texture_mod("")
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
-- check existing nametag
if not self.nametag then
self.nametag = def.nametag
end
-- set anything changed above
self.object:set_properties(self)
--update_tag(self)
--set_animation(self, "stand")
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
if use_cmi then
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end