mobs = {} function mobs:register_mob(name, def) minetest.register_entity(name, { hp_max = def.hp_max, physical = true, collisionbox = def.collisionbox, collide_with_objects = def.collide_with_objects, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, textures = def.textures, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage, lava_damage = def.lava_damage, disable_fall_damage = def.disable_fall_damage, drops = def.drops, armor = def.armor, drawtype = def.drawtype, on_rightclick = def.on_rightclick, type = def.type, hostile_type = def.hostile_type or 1, attack_type = def.attack_type, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds or nil, animation = def.animation, randomsound = def.randomsound, hit= def.hit, follow = def.follow, jump = def.jump or true, exp_min = def.exp_min or 0, exp_max = def.exp_max or 0, walk_chance = def.walk_chance or 10, attacks_monsters = def.attacks_monsters or false, group_attack = def.group_attack or false, step = def.step or 0, fov = def.fov or 120, passive = def.passive or false, recovery_time = def.recovery_time or 0.5, knock_back = def.knock_back or 2, pause_timer = def.pause_timer or 30, rewards = def.rewards or nil, animaltype = def.animaltype, stimer = 0, canfight = 0, timer = 0, affolated_timer = 0; blinktimer = 0, blinkstatus = true, env_damage_timer = 0, -- only if state = "attack" attack = {player = nil, dist = nil}, state = "stand", v_start = false, have_been_hit = 0, old_y = nil, lifetimer = 600, tamed = false, do_attack = function(self, player, dist) if self.state ~= "attack" then if self.sounds ~= nil and self.sounds.war_cry then if math.random(0,100) < 90 then minetest.sound_play(self.sounds.war_cry,{ object = self.object }) end end self.state = "attack" self.attack.player = player self.attack.dist = dist end end, set_affolated = function(self) local yaw = self.object:getyaw() self.affolated_timer = math.random(1,4) self.set_velocity(self, self.run_velocity + math.random(-10,10)) end, set_velocity = function(self, v) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x =x, y = self.object:getvelocity().y, z =z}) end, give_hit = function(self) self.hit = self.hit if self.hit == 1 then self.object:settexturemod("") self.hit = 0 else self.object:settexturemod("^[brighten") self.hit = 1 end end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^2 + v.z^2)^(0.5) end, in_fov = function(self,pos) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local vx = math.sin(yaw) local vz = math.cos(yaw) local ds = math.sqrt(vx^2 + vz^2) local ps = math.sqrt(pos.x^2 + pos.z^2) local d = { x = vx / ds, z = vz / ds } local p = { x = pos.x / ps, z = pos.z / ps } local an = ( d.x * p.x ) + ( d.z * p.z ) a = math.deg( math.acos( an ) ) if a > ( self.fov / 2 ) then return false else return true end end, set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end if type == "die" and self.animation.current ~= "die" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.stand_start,y = self.animation.stand_end}, self.animation.speed_normal, 0 ) self.animation.current = "die" end elseif type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.stand_start,y = self.animation.stand_end}, self.animation.speed_normal, 0 ) self.animation.current = "stand" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.walk_start,y = self.animation.walk_end}, self.animation.speed_normal, 0 ) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end and self.animation.speed_run then if self.animation.run_start ~= nil then self.object:set_animation( {x = self.animation.run_start,y = self.animation.run_end}, self.animation.speed_run, 0 ) else self.object:set_animation( {x = self.animation.walk_start,y = self.animation.walk_end}, self.animation.speed_run, 0 ) end self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then self.object:set_animation( {x = self.animation.punch_start,y = self.animation.punch_end}, self.animation.speed_normal, 0 ) self.animation.current = "punch" end end end, on_step = function(self, dtime) if self.lifetimer < 600 and self.lifetimer > 590 and self.state == "stand" then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") self.pause_timer = 25; elseif type == "animal" then if math.random(1, 5) == 1 and self.pause_timer == 0 then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") else self.set_velocity(self, 0) self:set_animation("stand") self.pause_timer = 25; end end if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime end if self.type == "monster" and minetest.setting_getbool("only_peaceful") then self.object:remove() end self.affolated_timer = self.affolated_timer - dtime if self.affolated_timer <= 0 and self.type == "animal" then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.8 if self.view_range and dist < self.view_range then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") self.following = player break end end end if self.hostile_type == 1 then self.canfight = 1 elseif self.hostile_type == 2 then local pos = self.object:getpos() local n = minetest.get_node(pos) if minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 and self.have_been_hit == 0 then self.canfight = 0 else self.canfight = 1 end elseif self.hostile_type == 3 then if self.have_been_hit == 0 then self.canfight = 0 else self.canfight = 1 end end -- FIND SOMEONE TO ATTACK if self.type == "monster" and self.state ~= "attack" and self.canfight == 1 then local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) local player = nil local type = nil for _,oir in ipairs(inradius) do if oir:is_player() then player = oir type = "player" else local obj = oir:get_luaentity() if obj then player = obj.object type = obj.type end end if type == "player" or type == "npc" then local s = self.object:getpos() local p = player:getpos() local sp = s p.y = p.y - 1 local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < self.view_range and self.in_fov(self,p) then self.do_attack(self,player,dist) end end end end -- NPC FIND A MONSTER TO ATTACK if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.type == "monster" then -- attack monster local p = obj.object:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 self.do_attack(self,obj.object,dist) break end end end end self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then local player_count = 0 for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 12)) do if obj:is_player() then player_count = player_count + 1 end end if player_count == 0 and self.state ~= "attack" then local pos = self.object:getpos() local hp = self.object:get_hp() minetest.log("action", "A mob with " .. tostring(hp) .. " HP despawned at " .. minetest.pos_to_string(pos) .. ".") self.object:remove() return end end if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then self.object:setacceleration({x = x, y = 1.5, z = z}) else self.object:setacceleration({x = x, y = -10, z = z}) end else if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then self.object:setacceleration({x = 0, y = 1.5, z = 0}) else self.object:setacceleration({x = 0, y = -10, z = 0}) end end if self.disable_fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) minetest.sound_play("monster_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() == 0 then minetest.sound_play("monster_death", {object = self.object, gain = 0.4}) self.object:remove() end end self.old_y = self.object:getpos().y end end self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1.0 then return end self.timer = 0 end if self.randomsound and math.random(1, 200) <= 1 then minetest.sound_play(self.randomsound, {object = self.object}) end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.get_node(pos) self.give_hit(self) if self.light_damage and self.light_damage ~= 0 and pos.y > 0 and minetest.get_node_light(pos) and minetest.get_node_light(pos) > 10 and minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) minetest.sound_play("zombie_sun_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() <= 0 then minetest.sound_play("monster_death", {object = self.object, gain = 0.4}) self.object:remove() end end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) minetest.sound_play("monster_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() <= 0 then minetest.sound_play("monster_death", {object = self.object, gain = 0.4}) self.object:remove() end end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) minetest.sound_play("monster_damage", {object = self.object, gain = 0.25}) if self.object:get_hp() <= 0 then minetest.sound_play("monster_death", {object = self.object, gain = 0.4}) self.object:remove() end end self.give_hit(self) end self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end if self.follow ~= "" and not self.following then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if self.view_range and dist < self.view_range then self.following = player break end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil else local s = self.object:getpos() local p = self.following:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range then self.following = nil self.v_start = false else local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.jump and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 6 self.object:setvelocity(v) end self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then if math.random(1, 4) == 1 then -- if there is a player nearby look at them local lp = nil local s = self.object:getpos() if self.type == "npc" then local o = minetest.get_objects_inside_radius(self.object:getpos(), 3) local yaw = 0 for _,o in ipairs(o) do if o:is_player() then lp = o:getpos() break end end end if lp ~= nil then local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z} yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if lp.x > s.x then yaw = yaw+math.pi end else yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi) end self.object:setyaw(yaw) end self.set_velocity(self, 0) self.set_animation(self, "stand") if math.random(1, 100) <= self.walk_chance then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" then if math.random(1, 100) <= 30 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 30 then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end elseif self.state == "attack" and self.attack_type == "kamicaze" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") self.timer = 0 self.blinktimer = 0 return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.timer = 0 self.blinktimer = 0 self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self:set_animation("walk") self.attack.dist = dist end local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 3 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) self.timer = 0 self.blinktimer = 0 else self.timer = 0 self.blinktimer = 0 if self.get_velocity(self) <= 1.58 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self.timer = self.timer + dtime self.blinktimer = self.blinktimer + dtime if self.blinktimer > 0.2 then self.blinktimer = self.blinktimer - 0.2 if self.blinkstatus then self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > 3 then local pos = self.object:getpos() pos.x = math.floor(pos.x+0.5) pos.y = math.floor(pos.y+0.5) pos.z = math.floor(pos.z+0.5) do_tnt_physics(pos, 3) local meta = minetest.get_meta(pos) minetest.sound_play("tnt_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,}) if minetest.get_node(pos).name == "default:water_source" or minetest.get_node(pos).name == "default:water_flowing" or minetest.is_protected(pos, "tnt") then self.object:remove() return end for x=-3,3 do for y=-3,3 do for z=-3,3 do if x*x+y*y+z*z <= 3 * 3 + 3 then local np={x=pos.x+x,y=pos.y+y,z=pos.z+z} local n = minetest.get_node(np) if n.name ~= "air" and n.name ~= "default:obsidian" and n.name ~= "default:bedrock" and n.name ~= "protector:protect" then activate_if_tnt(n.name, np, pos, 3) minetest.remove_node(np) nodeupdate(np) if n.name ~= "tnt:tnt" and math.random() > 0.9 then local drop = minetest.get_node_drops(n.name, "") for _,item in ipairs(drop) do if type(item) == "string" then if math.random(1,100) > 40 then local obj = minetest.add_item(np, item) end end end end end end end end self.object:remove() end end end elseif self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:getpos() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player = nil, dist = nil} self:set_animation("stand") return else self:set_animation("walk") self.attack.dist = dist end local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.get_velocity(self) <= 1.58 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") self.v_start = false if self.timer > 1 then self.timer = 0 minetest.sound_play("mobs_punch", {object = self.object, gain = 1}) self.attack.player:punch(self.object, 1.0, { full_punch_interval= 1.0, damage_groups = {fleshy = self.damage} }, vec) end end elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() p.y = p.y - .5 s.y = s.y + .5 local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) if self.type ~= "npc" then self.attack = {player=nil, dist=nil} end self:set_animation("stand") return else self.attack.dist = dist end local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds ~= nil and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2 local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x^ 2+vec.y^ 2+vec.z^ 2) ^ 0.5 local v = obj:get_luaentity().velocity vec.y = vec.y+1 vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) end end end, on_activate = function(self, staticdata, dtime_s) self.object:set_armor_groups({fleshy = self.armor}) self.object:setacceleration({x = 0, y = -10, z = 0}) self.state = "stand" self.object:setvelocity({x = 0, y = self.object:getvelocity().y, z = 0}) self.object:setyaw(math.random(1, 360) / 180 * math.pi) if self.type ~= "npc" then self.lifetimer = 600 - dtime_s else self.lifetimer = 300 - dtime_s end if self.type == "monster" and minetest.setting_getbool("only_peaceful") then self.object:remove() end if staticdata then local tmp = minetest.deserialize(staticdata) if tmp and tmp.lifetimer then self.lifetimer = tmp.lifetimer - dtime_s end if tmp and tmp.tamed then self.tamed = tmp.tamed end end if self.lifetimer <= 0 and not self.tamed then local pos = self.object:getpos() local hp = self.object:get_hp() minetest.log("action", "A mob with " .. tostring(hp) .. " HP despawned at " .. minetest.pos_to_string(pos) .. " on activation.") self.object:remove() end end, get_staticdata = function(self) local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, textures = { textures = self.textures }, } return minetest.serialize(tmp) end, on_punch = function(self, hitter, tflp, tool_capabilities, dir) local hp = self.object:get_hp() self.have_been_hit = 1 if hp >= 1 then process_weapon(hitter,tflp,tool_capabilities) end local pos = self.object:getpos() if self.object:get_hp() <= 0 then if hitter and hitter:is_player() and hitter:get_inventory() then for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max)) -- default.drop_item(pos,d) local pos2 = pos pos2.y = pos2.y + 0.5 -- drop items half block higher minetest.add_item(pos2,d) end end if self.sounds ~= nil and self.sounds.death ~= nil then minetest.sound_play(self.sounds.death,{ object = self.object, }) end if minetest.get_modpath("skills") and minetest.get_modpath("experience") then -- DROP experience local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) ) local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) ) local expGained = math.random(self.exp_min, emax) skills.add_exp(hitter:get_player_name(),expGained) local expStack = experience.exp_to_items(expGained) for _,stack in ipairs(expStack) do default.drop_item(pos,stack) end end -- see if there are any NPCs to shower you with rewards if self.type ~= "npc" then local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.type == "npc" and obj.rewards ~= nil then local yaw = nil local lp = hitter:getpos() local s = obj.object:getpos() local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z} yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if lp.x > s.x then yaw = yaw+math.pi end obj.object:setyaw(yaw) local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 acc = {x=x, y=-5, z=z} for _, r in pairs(obj.rewards) do if math.random(0,100) < r.chance then default.drop_item(obj.object:getpos(),r.item, vec, acc) end end end end end end end end -- knock back effect, adapted from blockmen's pyramids mod -- https://github.com/BlockMen/pyramids local kb = self.knock_back local r = self.recovery_time if tflp < tool_capabilities.full_punch_interval then kb = kb * ( tflp / tool_capabilities.full_punch_interval ) r = r * ( tflp / tool_capabilities.full_punch_interval ) end local ykb=2 local v = self.object:getvelocity() if v.y ~= 0 then ykb = 0 end self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb}) self.pause_timer = r if self.type == "animal" then self.set_affolated(self) self:set_animation("run") end -- for zombie pig <3 if self.passive == false then if self.state ~= "attack" then self.do_attack(self,hitter,1) end -- alert other NPCs to the attack local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.group_attack == true and obj.name == self.name and obj.state ~= "attack" then obj.do_attack(obj,hitter,1) end end end end end, }) end mobs.spawning_mobs = {} function mobs:register_spawn(name, description, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func) mobs.spawning_mobs[name] = true minetest.register_abm({ nodenames = nodes, neighbors = {"air"}, interval = 15, chance = chance, action = function(pos, node, _, active_object_count_wider) --local players = minetest.get_connected_players() --if players == 0 then return end if active_object_count_wider > active_object_count then return end if not mobs.spawning_mobs[name] then return end pos.y = pos.y + 1 if not minetest.get_node_light(pos) then return end if minetest.get_node(pos).name ~= "air" then return end if pos.y > max_height then return end if not minetest.get_node_light(pos) then return end if minetest.get_node_light(pos) > max_light then return end if minetest.get_node_light(pos) < min_light then return end if minetest.registered_nodes[minetest.get_node(pos).name].walkable then else return end if min_dist == nil then min_dist = {x=-1,z=-1} end if max_dist == nil then max_dist = {x=33000,z=33000} end if math.abs(pos.x) < min_dist.x or math.abs(pos.z) < min_dist.z then return end if math.abs(pos.x) > max_dist.x or math.abs(pos.z) > max_dist.z then return end if spawn_func and not spawn_func(pos, node) then return end if math.random(1,1000) <= chance or chance > 99 then if chance > 99 then minetest.log("action", "Spawned " .. description .. " at " .. minetest.pos_to_string(pos) .. " with 100% chance .") minetest.add_entity(pos, name) elseif math.random(1.0,100.9) <= chance then minetest.log("action", "Spawned " .. description .. " at " .. minetest.pos_to_string(pos) .. "with "..chance.."% chance.") minetest.add_entity(pos, name) end end end }) end function do_tnt_physics(tnt_np,tntr) local objs = minetest.get_objects_inside_radius(tnt_np, tntr) for k, obj in pairs(objs) do local oname = obj:get_entity_name() local v = obj:getvelocity() local p = obj:getpos() if oname == "tnt:tnt" then obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z}) else if v ~= nil then obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z}) else if obj:get_player_name() ~= nil then obj:set_hp(obj:get_hp() - 1) end end end end end function mobs:register_arrow(name, def) minetest.register_entity(name, { physical = false, collisionbox = {0, 0, 0, 0, 0, 0}, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, on_step = function(self, dtime) local pos = self.object:getpos() if minetest.get_node(self.object:getpos()).name ~= "air" then self.hit_node(self, pos, node) self.object:remove() return end -- pos.y = pos.y-1.0 for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do if player:is_player() then self.hit_player(self, player) self.object:remove() return end end end }) end function get_distance(pos1,pos2) if ( pos1 ~= nil and pos2 ~= nil ) then return math.abs(math.floor(math.sqrt( (pos1.x - pos2.x)^2 + (pos1.z - pos2.z)^2 ))) else return 0 end end function process_weapon(player, time_from_last_punch, tool_capabilities) local weapon = player:get_wielded_item() if tool_capabilities ~= nil then local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535 weapon:add_wear(wear) player:set_wielded_item(weapon) end 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=player, }) else minetest.sound_play("default_sword_wood", { object = player, }) end end