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 PATHFINDING = "gowp" local CRASH_WARN_FREQUENCY = 60 -- Localize local S = minetest.get_translator("mcl_mobs") local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false) 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 = {} local remove_far = true local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) local MAPGEN_LIMIT = mcl_vars.mapgen_limit local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90 -- 30927 seems to be the edge of the world, so could be closer, but this is safer -- 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 function mob_class:update_tag() --update nametag and/or the debug box local tag if mobs_debug then local name = self.name if self.nametag and self.nametag ~= "" then name = self.nametag end tag = "name = '"..tostring(name).."'\n".. "state = '"..tostring(self.state).."'\n".. "order = '"..tostring(self.order).."'\n".. "attack = "..tostring(self.attack).."\n".. "health = "..tostring(self.health).."\n".. "breath = "..tostring(self.breath).."\n".. "gotten = "..tostring(self.gotten).."\n".. "tamed = "..tostring(self.tamed).."\n".. "horny = "..tostring(self.horny).."\n".. "hornytimer = "..tostring(self.hornytimer).."\n".. "runaway_timer = "..tostring(self.runaway_timer).."\n".. "following = "..tostring(self.following).."\n".. "lifetimer = "..tostring(self.lifetimer) else tag = self.nametag end self.object:set_properties({ nametag = tag, }) end function mob_class:jock_to(mob, reletive_pos, rot) self.jockey = mob local jock = minetest.add_entity(self.object:get_pos(), mob) if not jock then return end jock:get_luaentity().docile_by_day = false jock:get_luaentity().riden_by_jock = true self.object:set_attach(jock, "", reletive_pos, rot) end 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 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 if self.type == "monster" and minetest.settings:get_bool("only_peaceful_mobs", false) then mcl_burning.extinguish(self.object) self.object:remove() return end local tmp = minetest.deserialize(staticdata) if tmp then for _,stat in pairs(tmp) do self[_] = stat end end --If textures in definition change, reload textures if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) 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 if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end 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 if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end 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 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 if not self.nametag then self.nametag = def.nametag end if not self.custom_visual_size then 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 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") if self.riden_by_jock then --- Keep this function before self.on_spawn() is run. self.object:remove() return end if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true 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 if def.after_activate then def.after_activate(self, staticdata, def, dtime) end end -- execute current state (stand, walk, run, attacks) -- returns true if mob has died function mob_class:do_states(dtime) --if self.can_open_doors then check_doors(self) end if self.state == "stand" then self:do_states_stand() elseif self.state == PATHFINDING then self:check_gowp(dtime) elseif self.state == "walk" then self:do_states_walk() elseif self.state == "runaway" then -- runaway when punched self:do_states_runaway() elseif self.state == "attack" then -- attack routines (explode, dogfight, shoot, dogshoot) if self:do_states_attack(dtime) then return true end end end local function update_timers (self, dtime) -- knockback timer. set in on_punch if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return true end -- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too! self.timer = self.timer + dtime if self.state ~= "attack" and self.state ~= PATHFINDING then if self.timer < 1 then return true end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end end function mob_class:outside_limits() local pos = self.object:get_pos() if pos then local posx = math.abs(pos.x) local posy = math.abs(pos.y) local posz = math.abs(pos.z) if posx > MAPGEN_MOB_LIMIT or posy > MAPGEN_MOB_LIMIT or posz > MAPGEN_MOB_LIMIT then --minetest.log("action", "Getting close to limits of worldgen: " .. minetest.pos_to_string(pos)) if posx > MAPGEN_LIMIT or posy > MAPGEN_LIMIT or posz > MAPGEN_LIMIT then minetest.log("action", "Warning mob past limits of worldgen: " .. minetest.pos_to_string(pos)) else if self.state ~= "stand" then minetest.log("action", "Warning mob close to limits of worldgen: " .. minetest.pos_to_string(pos)) self.state = "stand" self:set_animation("stand") self.object:set_acceleration(vector.zero()) self.object:set_velocity(vector.zero()) end end return true end end end local function on_step_work (self, dtime) local pos = self.object:get_pos() if not pos then return end if self:check_despawn(pos, dtime) then return true end if self:outside_limits() then return end -- Start: Death/damage processing -- All damage needs to be undertaken at the start. We need to exit processing if the mob dies. if self:check_death_and_slow_mob() then --minetest.log("action", "Mob is dying: ".. tostring(self.name)) -- Do we abandon out of here now? end if self:falling(pos) then return end local player_in_active_range = self:player_in_active_range() self:check_suspend(player_in_active_range) if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately if self:check_for_death("fire", {type = "fire"}) then return true end end if self:env_damage (dtime, pos) then return end if self.state == "die" then return end -- End: Death/damage processing self:check_water_flow() self:env_danger_movement_checks (dtime) -- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff self:check_follow() self:flop() self:check_smooth_rotation(dtime) if player_in_active_range then self:set_animation_speed() -- set animation speed relative to velocity self:check_head_swivel(dtime) if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end self:do_jump() self:check_runaway_from() self:monster_attack() self:npc_attack() end self:check_aggro(dtime) if self.do_custom and self.do_custom(self, dtime) == false then return end -- In certain circumstances, we abandon processing of certain functionality local skip_processing = false if update_timers(self, dtime) then skip_processing = true end if not skip_processing then self:check_breeding() if player_in_active_range then self:check_item_pickup() self:set_armor_texture() if self.opinion_sound_cooloff > 0 then self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime end -- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous if math.random(1, 70) == 1 then self:mob_sound("random", true) end end self:check_particlespawners(dtime) if self:do_states(dtime) then return end end if mobs_debug then self:update_tag() end if not self.object:get_luaentity() then return false end end local last_crash_warn_time = 0 local on_step_error_handler = function () local info = debug.getinfo(1, "SnlufL") local current_time = os.time() local time_since_warning = current_time - last_crash_warn_time --minetest.log("previous_crash_time: " .. current_time) --minetest.log("last_crash_time: " .. last_crash_warn_time) --minetest.log("time_since_warning: " .. time_since_warning) if time_since_warning > CRASH_WARN_FREQUENCY then last_crash_warn_time = current_time minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)") end minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---") minetest.log("action", "Stack trace: ".. tostring(debug.traceback())) minetest.log("action", "Bug info: ".. dump(info)) minetest.log("action", "--- Bug report end ---") end -- main mob function function mob_class:on_step(dtime) if not DEVELOPMENT then local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime) if status then return retVal end else return on_step_work (self, dtime) end 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) 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})