diff --git a/mods/ENTITIES/mcl_mobs/backup_code_api.lua b/mods/ENTITIES/mcl_mobs/backup_code_api.lua index ba4b8452a..85cf0db5f 100644 --- a/mods/ENTITIES/mcl_mobs/backup_code_api.lua +++ b/mods/ENTITIES/mcl_mobs/backup_code_api.lua @@ -1464,3 +1464,1133 @@ local remove_texture_mod = function(self, mod) end self.object:set_texture_mod(full_mod) end + + +-- Return true if object is in view_range +local function object_in_range(self, object) + if not object then + return false + end + local factor + -- Apply view range reduction for special player armor + if object:is_player() and mod_armor then + factor = armor:get_mob_view_range_factor(object, self.name) + end + -- Distance check + local dist + if factor and factor == 0 then + return false + elseif factor then + dist = self.view_range * factor + else + dist = self.view_range + end + + local p1, p2 = self.object:get_pos(), object:get_pos() + return p1 and p2 and (vector.distance(p1, p2) <= dist) +end + +-- attack player/mob +local do_attack = function(self, player) + + if self.state == "attack" or self.state == "die" then + return + end + + self.attack = player + self.state = "attack" + + -- TODO: Implement war_cry sound without being annoying + --if math_random(0, 100) < 90 then + --mob_sound(self, "war_cry", true) + --end +end + + +-- play sound +local mob_sound = function(self, soundname, is_opinion, fixed_pitch) + local soundinfo + if self.sounds_child and self.child then + soundinfo = self.sounds_child + elseif self.sounds then + soundinfo = self.sounds + end + if not soundinfo then + return + end + local sound = soundinfo[soundname] + if sound then + if is_opinion and self.opinion_sound_cooloff > 0 then + return + end + local pitch + if not fixed_pitch then + local base_pitch = soundinfo.base_pitch + if not base_pitch then + base_pitch = 1 + end + if self.child and (not self.sounds_child) then + -- Children have higher pitch + pitch = base_pitch * 1.5 + else + pitch = base_pitch + end + -- randomize the pitch a bit + pitch = pitch + math_random(-10, 10) * 0.005 + end + minetest_sound_play(sound, { + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance, + pitch = pitch, + }, true) + self.opinion_sound_cooloff = 1 + end +end + + +local function update_roll(self) + local is_Fleckenstein = self.nametag == "Fleckenstein" + local was_Fleckenstein = false + + local rot = self.object:get_rotation() + rot.z = is_Fleckenstein and math_pi or 0 + self.object:set_rotation(rot) + + local cbox = table.copy(self.collisionbox) + local acbox = self.object:get_properties().collisionbox + + if math_abs(cbox[2] - acbox[2]) > 0.1 then + was_Fleckenstein = true + end + + if is_Fleckenstein ~= was_Fleckenstein then + local pos = self.object:get_pos() + pos.y = pos.y + (acbox[2] + acbox[5]) + self.object:set_pos(pos) + end + + if is_Fleckenstein then + cbox[2], cbox[5] = -cbox[5], -cbox[2] + end + + self.object:set_properties({collisionbox = cbox}) +end + +-- check if within physical map limits (-30911 to 30927) +local within_limits, wmin, wmax = nil, -30913, 30928 +within_limits = function(pos, radius) + if mcl_vars then + if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then + wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max + within_limits = function(pos, radius) + return pos + and (pos.x - radius) > wmin and (pos.x + radius) < wmax + and (pos.y - radius) > wmin and (pos.y + radius) < wmax + and (pos.z - radius) > wmin and (pos.z + radius) < wmax + end + end + end + return pos + and (pos.x - radius) > wmin and (pos.x + radius) < wmax + and (pos.y - radius) > wmin and (pos.y + radius) < wmax + and (pos.z - radius) > wmin and (pos.z + radius) < wmax +end + +-- is mob facing a cliff or danger +local is_at_cliff_or_danger = function(self) + + if self.fear_height == 0 then -- 0 for no falling protection! + return false + end + + if not self.object:get_luaentity() then + return false + end + local yaw = self.object:get_yaw() + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) + local pos = self.object:get_pos() + local ypos = pos.y + self.collisionbox[2] -- just above floor + + local free_fall, blocker = minetest_line_of_sight( + {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, + {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) + if free_fall then + return true + else + local bnode = minetest_get_node(blocker) + local danger = is_node_dangerous(self, bnode.name) + if danger then + return true + else + local def = minetest_registered_nodes[bnode.name] + if def and def.walkable then + return false + end + end + end + + return false +end + + +-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water +local is_at_water_danger = function(self) + + + if not self.object:get_luaentity() then + return false + end + local yaw = self.object:get_yaw() + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) + local pos = self.object:get_pos() + local ypos = pos.y + self.collisionbox[2] -- just above floor + + local free_fall, blocker = minetest_line_of_sight( + {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, + {x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z}) + if free_fall then + return true + else + local bnode = minetest_get_node(blocker) + local waterdanger = is_node_waterhazard(self, bnode.name) + if + waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then + return false + elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then + return true + else + local def = minetest_registered_nodes[bnode.name] + if def and def.walkable then + return false + end + end + end + + return false +end + + +-- get node but use fallback for nil or unknown +local node_ok = function(pos, fallback) + + fallback = fallback or mobs.fallback_node + + local node = minetest_get_node_or_nil(pos) + + if node and minetest_registered_nodes[node.name] then + return node + end + + return minetest_registered_nodes[fallback] +end + + +-- environmental damage (water, lava, fire, light etc.) +local do_env_damage = function(self) + + -- feed/tame text timer (so mob 'full' messages dont spam chat) + if self.htimer > 0 then + self.htimer = self.htimer - 1 + end + + -- reset nametag after showing health stats + if self.htimer < 1 and self.nametag2 then + + self.nametag = self.nametag2 + self.nametag2 = nil + + update_tag(self) + end + + local pos = self.object:get_pos() + + self.time_of_day = minetest.get_timeofday() + + -- remove mob if beyond map limits + if not within_limits(pos, 0) then + mcl_burning.extinguish(self.object) + self.object:remove() + return true + end + + + -- Deal light damage to mob, returns true if mob died + local deal_light_damage = function(self, pos, damage) + if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then + self.health = self.health - damage + + effect(pos, 5, "mcl_particles_smoke.png") + + if check_for_death(self, "light", {type = "light"}) then + return true + end + end + end + + -- Use get_node_light for Minetest version 5.3 where get_natural_light + -- does not exist yet. + local get_light = minetest_get_natural_light or minetest_get_node_light + local sunlight = get_light(pos, self.time_of_day) + + -- bright light harms mob + if self.light_damage ~= 0 and (sunlight or 0) > 12 then + if deal_light_damage(self, pos, self.light_damage) then + return true + end + end + local _, dim = nil, "overworld" + if mod_worlds then + _, dim = mcl_worlds.y_to_layer(pos.y) + end + if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then + if self.ignited_by_sunlight then + mcl_burning.set_on_fire(self.object, 10) + else + deal_light_damage(self, pos, self.sunlight_damage) + return true + end + end + + local y_level = self.collisionbox[2] + + if self.child then + y_level = self.collisionbox[2] * 0.5 + end + + -- what is mob standing in? + pos.y = pos.y + y_level + 0.25 -- foot level + local pos2 = {x=pos.x, y=pos.y-1, z=pos.z} + self.standing_in = node_ok(pos, "air").name + self.standing_on = node_ok(pos2, "air").name + + -- don't fall when on ignore, just stand still + if self.standing_in == "ignore" then + self.object:set_velocity({x = 0, y = 0, z = 0}) + end + + local nodef = minetest_registered_nodes[self.standing_in] + + -- rain + if self.rain_damage > 0 and mod_weather then + if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then + + self.health = self.health - self.rain_damage + + if check_for_death(self, "rain", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + end + + pos.y = pos.y + 1 -- for particle effect position + + -- water damage + if self.water_damage > 0 + and nodef.groups.water then + + if self.water_damage ~= 0 then + + self.health = self.health - self.water_damage + + effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil) + + if check_for_death(self, "water", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- lava damage + elseif self.lava_damage > 0 + and (nodef.groups.lava) then + + if self.lava_damage ~= 0 then + + self.health = self.health - self.lava_damage + + effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) + + if check_for_death(self, "lava", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- fire damage + elseif self.fire_damage > 0 + and (nodef.groups.fire) then + + if self.fire_damage ~= 0 then + + self.health = self.health - self.fire_damage + + effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) + + if check_for_death(self, "fire", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- damage_per_second node check + elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then + + self.health = self.health - nodef.damage_per_second + + effect(pos, 5, "mcl_particles_smoke.png") + + if check_for_death(self, "dps", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + + -- Drowning damage + if self.breath_max ~= -1 then + local drowning = false + if self.breathes_in_water then + if minetest_get_item_group(self.standing_in, "water") == 0 then + drowning = true + end + elseif nodef.drowning > 0 then + drowning = true + end + if drowning then + + self.breath = math_max(0, self.breath - 1) + + effect(pos, 2, "bubble.png", nil, nil, 1, nil) + if self.breath <= 0 then + local dmg + if nodef.drowning > 0 then + dmg = nodef.drowning + else + dmg = 4 + end + damage_effect(self, dmg) + self.health = self.health - dmg + end + if check_for_death(self, "drowning", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + else + self.breath = math_min(self.breath_max, self.breath + 1) + end + end + + --- suffocation inside solid node + -- FIXME: Redundant with mcl_playerplus + if (self.suffocation == true) + and (nodef.walkable == nil or nodef.walkable == true) + and (nodef.collision_box == nil or nodef.collision_box.type == "regular") + and (nodef.node_box == nil or nodef.node_box.type == "regular") + and (nodef.groups.disable_suffocation ~= 1) + and (nodef.groups.opaque == 1) then + + -- Short grace period before starting to take suffocation damage. + -- This is different from players, who take damage instantly. + -- This has been done because mobs might briefly be inside solid nodes + -- when e.g. climbing up stairs. + -- This is a bit hacky because it assumes that do_env_damage + -- is called roughly every second only. + self.suffocation_timer = self.suffocation_timer + 1 + if self.suffocation_timer >= 3 then + -- 2 damage per second + -- TODO: Deal this damage once every 1/2 second + self.health = self.health - 2 + + if check_for_death(self, "suffocation", {type = "environment", + pos = pos, node = self.standing_in}) then + return true + end + end + else + self.suffocation_timer = 0 + end + + return check_for_death(self, "", {type = "unknown"}) +end + + +-- jump if facing a solid node (not fences or gates) +local do_jump = function(self) + + if not self.jump + or self.jump_height == 0 + or self.fly + or (self.child and self.type ~= "monster") + or self.order == "stand" then + return false + end + + self.facing_fence = false + + -- something stopping us while moving? + if self.state ~= "stand" + and get_velocity(self) > 0.5 + and self.object:get_velocity().y ~= 0 then + return false + end + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + + -- what is mob standing on? + pos.y = pos.y + self.collisionbox[2] - 0.2 + + local nod = node_ok(pos) + + if minetest_registered_nodes[nod.name].walkable == false then + return false + end + + -- where is front + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) + + -- what is in front of mob? + nod = node_ok({ + x = pos.x + dir_x, + y = pos.y + 0.5, + z = pos.z + dir_z + }) + + -- this is used to detect if there's a block on top of the block in front of the mob. + -- If there is, there is no point in jumping as we won't manage. + local nodTop = node_ok({ + x = pos.x + dir_x, + y = pos.y + 1.5, + z = pos.z + dir_z + }, "air") + + -- we don't attempt to jump if there's a stack of blocks blocking + if minetest_registered_nodes[nodTop.name].walkable == true then + return false + end + + -- thin blocks that do not need to be jumped + if nod.name == node_snow then + return false + end + + if self.walk_chance == 0 + or minetest_registered_items[nod.name].walkable then + + if minetest_get_item_group(nod.name, "fence") == 0 + and minetest_get_item_group(nod.name, "fence_gate") == 0 + and minetest_get_item_group(nod.name, "wall") == 0 then + + local v = self.object:get_velocity() + + v.y = self.jump_height + + set_animation(self, "jump") -- only when defined + + self.object:set_velocity(v) + + -- when in air move forward + minetest_after(0.3, function(self, v) + if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then + return + end + self.object:set_acceleration({ + x = v.x * 2, + y = -10, + z = v.z * 2, + }) + end, self, v) + + if self.jump_sound_cooloff <= 0 then + mob_sound(self, "jump") + self.jump_sound_cooloff = 0.5 + end + else + self.facing_fence = true + end + + -- if we jumped against a block/wall 4 times then turn + if self.object:get_velocity().x ~= 0 + and self.object:get_velocity().z ~= 0 then + + self.jump_count = (self.jump_count or 0) + 1 + + if self.jump_count == 4 then + + local yaw = self.object:get_yaw() or 0 + + yaw = set_yaw(self, yaw + 1.35, 8) + + self.jump_count = 0 + end + end + + return true + end + + return false +end + + +-- blast damage to entities nearby +local entity_physics = function(pos, radius) + + radius = radius * 2 + + local objs = minetest_get_objects_inside_radius(pos, radius) + local obj_pos, dist + + for n = 1, #objs do + + obj_pos = objs[n]:get_pos() + + dist = vector.distance(pos, obj_pos) + if dist < 1 then dist = 1 end + + local damage = math_floor((4 / dist) * radius) + local ent = objs[n]:get_luaentity() + + -- punches work on entities AND players + objs[n]:punch(objs[n], 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = damage}, + }, pos) + end +end + + +-- should mob follow what I'm holding ? +local follow_holding = function(self, clicker) + + if mobs.invis[clicker:get_player_name()] then + return false + end + + local item = clicker:get_wielded_item() + local t = type(self.follow) + + -- single item + if t == "string" + and item:get_name() == self.follow then + return true + + -- multiple items + elseif t == "table" then + + for no = 1, #self.follow do + + if self.follow[no] == item:get_name() then + return true + end + end + end + + return false +end + + +-- find two animals of same type and breed if nearby and horny +local breed = function(self) + + -- child takes a long time before growing into adult + if self.child == true then + + -- When a child, hornytimer is used to count age until adulthood + self.hornytimer = self.hornytimer + 1 + + if self.hornytimer >= CHILD_GROW_TIME then + + self.child = false + self.hornytimer = 0 + + self.object:set_properties({ + textures = self.base_texture, + mesh = self.base_mesh, + visual_size = self.base_size, + collisionbox = self.base_colbox, + selectionbox = self.base_selbox, + }) + + -- custom function when child grows up + if self.on_grown then + self.on_grown(self) + else + -- jump when fully grown so as not to fall into ground + self.object:set_velocity({ + x = 0, + y = self.jump_height, + z = 0 + }) + end + end + + return + end + + -- horny animal can mate for BREED_TIME seconds, + -- afterwards horny animal cannot mate again for BREED_TIME_AGAIN seconds + if self.horny == true + and self.hornytimer < BREED_TIME + BREED_TIME_AGAIN then + + self.hornytimer = self.hornytimer + 1 + + if self.hornytimer >= BREED_TIME + BREED_TIME_AGAIN then + self.hornytimer = 0 + self.horny = false + end + end + + -- find another same animal who is also horny and mate if nearby + if self.horny == true + and self.hornytimer <= BREED_TIME then + + local pos = self.object:get_pos() + + effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) + + local objs = minetest_get_objects_inside_radius(pos, 3) + local num = 0 + local ent = nil + + for n = 1, #objs do + + ent = objs[n]:get_luaentity() + + -- check for same animal with different colour + local canmate = false + + if ent then + + if ent.name == self.name then + canmate = true + else + local entname = string.split(ent.name,":") + local selfname = string.split(self.name,":") + + if entname[1] == selfname[1] then + entname = string.split(entname[2],"_") + selfname = string.split(selfname[2],"_") + + if entname[1] == selfname[1] then + canmate = true + end + end + end + end + + if ent + and canmate == true + and ent.horny == true + and ent.hornytimer <= BREED_TIME then + num = num + 1 + end + + -- found your mate? then have a baby + if num > 1 then + + self.hornytimer = BREED_TIME + 1 + ent.hornytimer = BREED_TIME + 1 + + -- spawn baby + minetest_after(5, function(parent1, parent2, pos) + if not parent1.object:get_luaentity() then + return + end + if not parent2.object:get_luaentity() then + return + end + + -- Give XP + if mod_experience then + mcl_experience.throw_experience(pos, math_random(1, 7)) + end + + -- custom breed function + if parent1.on_breed then + -- when false, skip going any further + if parent1.on_breed(parent1, parent2) == false then + return + end + end + + local child = mobs:spawn_child(pos, parent1.name) + + local ent_c = child:get_luaentity() + + + -- Use texture of one of the parents + local p = math_random(1, 2) + if p == 1 then + ent_c.base_texture = parent1.base_texture + else + ent_c.base_texture = parent2.base_texture + end + child:set_properties({ + textures = ent_c.base_texture + }) + + -- tamed and owned by parents' owner + ent_c.tamed = true + ent_c.owner = parent1.owner + end, self, ent, pos) + + num = 0 + + break + end + end + end +end + +-- find and replace what mob is looking for (grass, wheat etc.) +local replace = function(self, pos) + + if not self.replace_rate + or not self.replace_what + or self.child == true + or self.object:get_velocity().y ~= 0 + or math_random(1, self.replace_rate) > 1 then + return + end + + local what, with, y_offset + + if type(self.replace_what[1]) == "table" then + + local num = math_random(#self.replace_what) + + what = self.replace_what[num][1] or "" + with = self.replace_what[num][2] or "" + y_offset = self.replace_what[num][3] or 0 + else + what = self.replace_what + with = self.replace_with or "" + y_offset = self.replace_offset or 0 + end + + pos.y = pos.y + y_offset + + local node = minetest_get_node(pos) + if node.name == what then + + local oldnode = {name = what, param2 = node.param2} + local newnode = {name = with, param2 = node.param2} + local on_replace_return + + if self.on_replace then + on_replace_return = self.on_replace(self, pos, oldnode, newnode) + end + + if on_replace_return ~= false then + + if mobs_griefing then + minetest_set_node(pos, newnode) + end + + end + end +end + + +-- check if daytime and also if mob is docile during daylight hours +local day_docile = function(self) + + if self.docile_by_day == false then + + return false + + elseif self.docile_by_day == true + and self.time_of_day > 0.2 + and self.time_of_day < 0.8 then + + return true + end +end + + +-- deal damage and effects when mob punched +local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) + + -- custom punch function + if self.do_punch then + + -- when false skip going any further + if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then + return + end + end + + -- error checking when mod profiling is enabled + if not tool_capabilities then + minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") + return + end + + local is_player = hitter:is_player() + + if is_player then + -- is mob protected? + if self.protected and minetest_is_protected(self.object:get_pos(), hitter:get_player_name()) then + return + end + + -- set/update 'drop xp' timestamp if hitted by player + self.xp_timestamp = minetest_get_us_time() + end + + + -- punch interval + local weapon = hitter:get_wielded_item() + local punch_interval = 1.4 + + -- exhaust attacker + if mod_hunger and is_player then + mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK) + end + + -- calculate mob damage + local damage = 0 + local armor = self.object:get_armor_groups() or {} + local tmp + + -- quick error check incase it ends up 0 (serialize.h check test) + if tflp == 0 then + tflp = 0.2 + end + + if use_cmi then + damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) + else + + for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do + + tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) + + if tmp < 0 then + tmp = 0.0 + elseif tmp > 1 then + tmp = 1.0 + end + + damage = damage + (tool_capabilities.damage_groups[group] or 0) + * tmp * ((armor[group] or 0) / 100.0) + end + end + + if weapon then + local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") + if fire_aspect_level > 0 then + mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) + end + end + + -- check for tool immunity or special damage + for n = 1, #self.immune_to do + + if self.immune_to[n][1] == weapon:get_name() then + + damage = self.immune_to[n][2] or 0 + break + end + end + + -- healing + if damage <= -1 then + self.health = self.health - math_floor(damage) + return + end + + if use_cmi then + + local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) + + if cancel then return end + end + + if tool_capabilities then + punch_interval = tool_capabilities.full_punch_interval or 1.4 + end + + -- add weapon wear manually + -- Required because we have custom health handling ("health" property) + if minetest_is_creative_enabled("") ~= true + and tool_capabilities then + if tool_capabilities.punch_attack_uses then + -- Without this delay, the wear does not work. Quite hacky ... + minetest_after(0, function(name) + local player = minetest.get_player_by_name(name) + if not player then return end + local weapon = hitter:get_wielded_item(player) + local def = weapon:get_definition() + if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then + local wear = math_floor(65535/tool_capabilities.punch_attack_uses) + weapon:add_wear(wear) + hitter:set_wielded_item(weapon) + end + end, hitter:get_player_name()) + end + end + + local die = false + + -- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately. + if damage >= 0.1 then + + -- weapon sounds + if weapon:get_definition().sounds ~= nil then + + local s = math_random(0, #weapon:get_definition().sounds) + + minetest_sound_play(weapon:get_definition().sounds[s], { + object = self.object, --hitter, + max_hear_distance = 8 + }, true) + else + minetest_sound_play("default_punch", { + object = self.object, + max_hear_distance = 5 + }, true) + end + + damage_effect(self, damage) + + -- do damage + self.health = self.health - damage + + -- skip future functions if dead, except alerting others + if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then + die = true + end + + -- knock back effect (only on full punch) + if not die + and self.knock_back + and tflp >= punch_interval then + + local v = self.object:get_velocity() + local r = 1.4 - math_min(punch_interval, 1.4) + local kb = r * 2.0 + local up = 2 + + -- if already in air then dont go up anymore when hit + if v.y ~= 0 + or self.fly then + up = 0 + end + + -- direction error check + dir = dir or {x = 0, y = 0, z = 0} + + -- check if tool already has specific knockback value + if tool_capabilities.damage_groups["knockback"] then + kb = tool_capabilities.damage_groups["knockback"] + else + kb = kb * 1.5 + end + + + local luaentity + if hitter then + luaentity = hitter:get_luaentity() + end + if hitter and is_player then + local wielditem = hitter:get_wielded_item() + kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback") + elseif luaentity and luaentity._knockback then + kb = kb + luaentity._knockback + end + + self.object:set_velocity({ + x = dir.x * kb, + y = dir.y * kb + up * 2, + z = dir.z * kb + }) + + self.pause_timer = 0.25 + end + end -- END if damage + + -- if skittish then run away + if not die and self.runaway == true and self.state ~= "flop" then + + local lp = hitter:get_pos() + local s = self.object: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, 6) + self.state = "runaway" + self.runaway_timer = 0 + self.following = nil + end + + local name = hitter:get_player_name() or "" + + -- attack puncher and call other mobs for help + if self.passive == false + and self.state ~= "flop" + and (self.child == false or self.type == "monster") + and hitter:get_player_name() ~= self.owner + and not mobs.invis[ name ] then + + if not die then + -- attack whoever punched mob + self.state = "" + do_attack(self, hitter) + end + + -- alert others to the attack + local objs = minetest_get_objects_inside_radius(hitter:get_pos(), self.view_range) + local obj = nil + + for n = 1, #objs do + + obj = objs[n]:get_luaentity() + + if obj then + + -- only alert members of same mob or friends + if obj.group_attack + and obj.state ~= "attack" + and obj.owner ~= name then + if obj.name == self.name then + do_attack(obj, hitter) + elseif type(obj.group_attack) == "table" then + for i=1, #obj.group_attack do + if obj.name == obj.group_attack[i] then + do_attack(obj, hitter) + break + end + end + end + end + + -- have owned mobs attack player threat + if obj.owner == name and obj.owner_loyal then + do_attack(obj, self.object) + end + end + end + end +end + +local mob_detach_child = function(self, child) + + if self.driver == child then + self.driver = nil + end + +end \ No newline at end of file