local minetest_line_of_sight = minetest.line_of_sight local minetest_dir_to_yaw = minetest.dir_to_yaw local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_get_node = minetest.get_node local minetest_get_item_group = minetest.get_item_group local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius local minetest_get_node_or_nil = minetest.get_node_or_nil local minetest_registered_nodes = minetest.registered_nodes local vector_new = vector.new local vector_multiply = vector.multiply local table_copy = table.copy -- 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 --a fast function to be able to detect only players without using objects_in_radius mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder) local pos1 = self.object:get_pos() local players_in_area = {} local winner_player = nil local players_detected = 0 --get players in radius for _,player in pairs(minetest.get_connected_players()) do if player and player:get_hp() > 0 then local pos2 = player:get_pos() local distance = vector.distance(pos1,pos2) if distance <= radius then if line_of_sight then --must add eye height or stuff breaks randomly because of --seethrough nodes being a blocker (like grass) if minetest_line_of_sight( vector_new(pos1.x, pos1.y + object_height_adder, pos1.z), vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z) ) then players_detected = players_detected + 1 players_in_area[player] = distance end else players_detected = players_detected + 1 players_in_area[player] = distance end end end end --return if there's no one near by if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen return nil end --do a default radius max local shortest_disance = radius + 1 --sort through players and find the closest player for player,distance in pairs(players_in_area) do if distance < shortest_disance then shortest_disance = distance winner_player = player end end return(winner_player) end --check if a mob needs to jump mobs.jump_check = function(self,dtime) local pos = self.object:get_pos() pos.y = pos.y + 0.1 local dir = minetest_yaw_to_dir(self.yaw) local collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 vector_multiply(dir, radius) --only jump if there's a node and a non-solid node above it local test_dir = vector.add(pos,dir) local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 test_dir.y = test_dir.y + 1 local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0 if green_flag_1 and green_flag_2 then --can jump over node return(1) elseif green_flag_1 and not green_flag_2 then --wall in front of mob return(2) end --nothing to jump over return(0) end -- a helper function to quickly turn neutral passive mobs hostile local turn_hostile = function(self,detected_mob) --drop in variables for attacking (stops crash) detected_mob.punch_timer = 0 --set to hostile detected_mob.hostile = true --hostile_cooldown timer is initialized here detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown --set target to the same detected_mob.attacking = self.attacking end --allow hostile mobs to signal to other mobs --to switch from neutal passive to neutral hostile mobs.group_attack_initialization = function(self) --get basic data local friends_list if self.group_attack == true then friends_list = {self.name} else friends_list = table_copy(self.group_attack) end local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range) --get the player's name local name = self.attacking:get_player_name() --re-use local variable local detected_mob --run through mobs in viewing distance for _,object in pairs(objects_in_area) do if object and object:get_luaentity() then detected_mob = object:get_luaentity() -- only alert members of same mob or friends if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then if detected_mob.name == self.name then turn_hostile(self,detected_mob) else for _,id in pairs(friends_list) do if detected_mob.name == id then turn_hostile(self,detected_mob) break end end end end --THIS NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!! -- have owned mobs attack player threat --if obj.owner == name and obj.owner_loyal then -- do_attack(obj, self.object) --end end end end -- check if within physical map limits (-30911 to 30927) -- within_limits, wmin, wmax = nil, -30913, 30928 mobs.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 -- get node but use fallback for nil or unknown mobs.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