local mob_class = mcl_mobs.mob_class local mob_class_meta = {__index = mcl_mobs.mob_class} local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs -- API for Mobs Redo: MineClone 2 Edition (MRM) local MAX_MOB_NAME_LENGTH = 30 local DEFAULT_FALL_SPEED = -9.81*1.5 local PATHFINDING = "gowp" -- Localize local S = minetest.get_translator("mcl_mobs") local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48 local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local function mcl_log (message) if LOGGING_ON then mcl_util.mcl_log (message, "[Mobs]", true) end end -- Invisibility mod check mcl_mobs.invis = {} -- localize math functions local atann = math.atan local function atan(x) if not x or x ~= x then return 0 else return atann(x) end end -- Load settings local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local remove_far = true -- Shows helpful debug info above each mob local mobs_debug = minetest.settings:get_bool("mobs_debug", false) local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) -- Peaceful mode message so players will know there are no monsters if minetest.settings:get_bool("only_peaceful_mobs", false) then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("Peaceful mode active! No monsters will spawn.")) end) end local function dir_to_pitch(dir) --local dir2 = vector.normalize(dir) local xz = math.abs(dir.x) + math.abs(dir.z) return -math.atan2(-dir.y, xz) end -- default nodes local node_ice = "mcl_core:ice" local node_snowblock = "mcl_core:snowblock" local node_snow = "mcl_core:snow" minetest.register_chatcommand("clearmobs",{ privs={maphack=true}, params = "||", description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."), func=function(n,param) local p = minetest.get_player_by_name(n) local num=tonumber(param) for _,o in pairs(minetest.luaentities) do if o.is_mob then if param == "all" or ( param == "nametagged" and o.nametag ) or ( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or ( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then o.object:remove() end end end end}) function mob_class:player_in_active_range() for _,p in pairs(minetest.get_connected_players()) do if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. end end -- Return true if object is in view_range function mob_class:object_in_range(object) if not object then return false end local factor -- Apply view range reduction for special player armor if object:is_player() then local factors = mcl_armor.player_view_range_factors[object] factor = factors and factors[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 -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mcl_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 local mob_detach_child = function(self, child) if self.detach_child then if self.detach_child(self, child) then return end end if self.driver == child then self.driver = nil end end -- get entity staticdata function mob_class:get_staticdata() for _,p in pairs(minetest.get_connected_players()) do self:remove_particlespawners(p:get_player_name()) end -- 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 if spawn_logging then minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range") end return "remove"-- nil end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" 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 function mob_class:mob_activate(staticdata, def, dtime) if not self.object:get_pos() or staticdata == "remove" then mcl_burning.extinguish(self.object) self.object:remove() return end -- 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 local c = 1 if #def.textures > c then c = #def.textures end self.base_texture = def.textures[math.random(c)] 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 if not self.custom_visual_size then -- Remove saved visual_size on old existing entites. self.visual_size = nil self.base_size = self.visual_size if self.child then self.visual_size = { x = self.visual_size.x * 0.5, y = self.visual_size.y * 0.5, } end end -- set anything changed above self.object:set_properties(self) self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6) self:update_tag() self._current_animation = nil self:set_animation( "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 if not self.wears_armor and self.armor_list then self.armor_list = nil end if not self._run_armor_init and self.wears_armor then self.armor_list={helmet="",chestplate="",boots="",leggings=""} self:set_armor_texture() self._run_armor_init = true end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end end -- main mob function function mob_class:on_step(dtime) self.lifetimer = self.lifetimer - dtime local pos = self.object:get_pos() -- 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 if self.despawn_immediately or self.lifetimer <= 0 then if spawn_logging then minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out") end mcl_burning.extinguish(self.object) self.object:remove() return elseif self.lifetimer <= 10 then if math.random(10) < 4 then self.despawn_immediately = true else self.lifetimer = 20 end end end local v = self.object:get_velocity() local d = 0.85 if (self.state and self.state=="die" or self:check_for_death()) and not self.animation.die_end then d = 0.92 local rot = self.object:get_rotation() rot.z = ((math.pi/2-rot.z)*.2)+rot.z self.object:set_rotation(rot) end if not self:player_in_active_range() then self:set_animation( "stand", true) local node_under = node_ok(vector.offset(pos,0,-1,0)).name local acc = self.object:get_acceleration() if acc.y > 0 or node_under ~= "air" then self.object:set_acceleration(vector.new(0,0,0)) self.object:set_velocity(vector.new(0,0,0)) end if acc.y == 0 and node_under == "air" then self:falling(pos) end return end if v then --diffuse object velocity self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) end self:check_aggro(dtime) self:check_item_pickup() self:check_particlespawners(dtime) if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) -- mcl_burning.tick may remove object immediately if not self.object:get_pos() then return end end local yaw = 0 if mobs_debug then self:update_tag() end if self.state == "die" then return 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 self:falling(pos) then -- Return if mob died after falling return end --Mob following code. self:follow_flop() --set animation speed relitive to velocity local v = self.object:get_velocity() if v then if self.frame_speed_multiplier then local v2 = math.abs(v.x)+math.abs(v.z)*.833 if not self.animation.walk_speed then self.animation.walk_speed = 25 end if math.abs(v.x)+math.abs(v.z) > 0.5 then self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier) else self.object:set_animation_frame_speed(25) end end --set_speed if self.acc then self.object:add_velocity(self.acc) end end -- smooth rotation by ThomasMonroe314 if self._turn_to then self:set_yaw( self._turn_to, .1) end if self.delay and self.delay > 0 then local yaw = self.object:get_yaw() or 0 if self.delay == 1 then yaw = self.target_yaw else local dif = math.abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > math.pi then dif = 2 * math.pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif >math.pi then dif = 2 * math.pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end if yaw < 0 then yaw = yaw + (math.pi * 2) end end self.delay = self.delay - 1 if self.shaking then yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end self.object:set_yaw(yaw) self:update_roll() end -- end rotation if self.head_swivel and type(self.head_swivel) == "string" then local final_rotation = vector.new(0,0,0) local oldp,oldr = self.object:get_bone_position(self.head_swivel) for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then if not self._locked_object then if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then self._locked_object = obj end else if math.random(10000/self.curiosity) == 1 then self._locked_object = nil end end end end if self.attack or self.following then self._locked_object = self.attack or self.following end if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then local _locked_object_eye_height = 1.5 if self._locked_object:get_luaentity() then _locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height end if self._locked_object:is_player() then _locked_object_eye_height = self._locked_object:get_properties().eye_height end if _locked_object_eye_height then local self_rot = self.object:get_rotation() if self.object:get_attach() then self_rot = self.object:get_attach():get_rotation() end if self.rot then local player_pos = self._locked_object:get_pos() local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0))) local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then final_rotation = vector.multiply(oldr, 0.9) elseif self.attack and self.state == "attack" and not self.runaway then if self.head_yaw == "y" then final_rotation = vector.new(mob_pitch, mob_yaw, 0) elseif self.head_yaw == "z" then final_rotation = vector.new(mob_pitch, 0, -mob_yaw) end else if self.head_yaw == "y" then final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0) elseif self.head_yaw == "z" then final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3) end end end end elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then final_rotation = vector.multiply(oldr, 0.9) else final_rotation = vector.new(0,0,0) end mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation) 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" and self.state ~= PATHFINDING then if self.timer < 1 then 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 self:mob_sound("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:check_entity_cramming() self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) self:replace(pos) end self:monster_attack() self:npc_attack() self:check_breeding() if self:do_states(dtime) then return end if not self.object:get_luaentity() then return false end self:do_jump() self:set_armor_texture() self:check_runaway_from() if self:is_at_water_danger() and self.state ~= "attack" then if math.random(1, 10) <= 6 then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") yaw = yaw + math.random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end else if self.move_in_group ~= false then self:check_herd(dtime) end end self:check_water_flow() if self:is_at_cliff_or_danger() then self:set_velocity(0) self.state = "stand" self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) end end -- default function when mobs are blown up with TNT local function do_tnt(self,damage) self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) return false, true, {} end local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime if timer < 1 then return end for _, player in pairs(minetest.get_connected_players()) do local pos = player:get_pos() for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do local lua = obj:get_luaentity() if lua and lua.is_mob then lua.lifetimer = math.max(20, lua.lifetimer) lua.despawn_immediately = false end end end timer = 0 end)