local math_pi = math.pi local math_floor = math.floor local HALF_PI = math_pi/2 local vector_distance = vector.distance local vector_new = vector.new local minetest_dir_to_yaw = minetest.dir_to_yaw -- set defined animation mobs.set_mob_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 if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then return end --animations break if they are constantly set --so we put this return gate to check if it is --already at the animation we are trying to implement if self.current_animation == anim then return end 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) self.current_animation = 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 local calculate_pitch = function(self) local pos = self.object:get_pos() local pos2 = self.old_pos if pos == nil or pos2 == nil then return false end return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI) end --this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming mobs.set_dynamic_pitch = function(self) local pitch = calculate_pitch(self) if not pitch then return end local current_rotation = self.object:get_rotation() current_rotation.x = pitch self.object:set_rotation(current_rotation) self.pitch_switch = "dynamic" end --this is a helper function used to make mobs pitch rotation reset when flying/swimming mobs.set_static_pitch = function(self) if self.pitch_switch == "static" then return end local current_rotation = self.object:get_rotation() current_rotation.x = 0 current_rotation.z = 0 self.object:set_rotation(current_rotation) self.pitch_switchfdas = "static" end