local minetest_after = minetest.after local minetest_sound_play = minetest.sound_play local math_floor = math.floor local math_min = math.min local math_random = math.random local vector_direction = vector.direction local vector_multiply = vector.multiply mobs.feed_tame = function(self) return nil end -- Code to execute before custom on_rightclick handling local on_rightclick_prefix = function(self, clicker) local item = clicker:get_wielded_item() -- Name mob with nametag if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then local tag = item:get_meta():get_string("name") if tag ~= "" then if string.len(tag) > MAX_MOB_NAME_LENGTH then tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH) end self.nametag = tag update_tag(self) if not mobs.is_creative(clicker:get_player_name()) then item:take_item() clicker:set_wielded_item(item) end return true end end return false end -- I have no idea what this does mobs.create_mob_on_rightclick = function(on_rightclick) return function(self, clicker) local stop = on_rightclick_prefix(self, clicker) if (not stop) and (on_rightclick) then on_rightclick(self, clicker) end end end -- deal damage and effects when mob punched mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) --neutral passive mobs switch to neutral hostile if self.neutral then --drop in variables for attacking (stops crash) self.attacking = hitter self.punch_timer = 0 self.hostile = true --hostile_cooldown timer is initialized here self.hostile_cooldown_timer = self.hostile_cooldown --initialize the group attack (check for other mobs in area, make them neutral hostile) if self.group_attack then mobs.group_attack_initialization(self) end end -- custom punch function if self.do_punch then -- when false skip going any further if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then return end end --don't do damage until pause timer resets if self.pause_timer > 0 then print(self.pause_timer) return end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled") return end local is_player = hitter:is_player() -- punch interval local weapon = hitter:get_wielded_item() local punch_interval = 1.4 -- exhaust attacker if mod_hunger and is_player then mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK) end -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp --calculate damage groups for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0) end if weapon then local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") if fire_aspect_level > 0 then mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon:get_name() then damage = self.immune_to[n][2] or 0 break end end -- healing if damage <= -1 then self.health = self.health - math_floor(damage) return end if tool_capabilities then punch_interval = tool_capabilities.full_punch_interval or 1.4 end -- add weapon wear manually -- Required because we have custom health handling ("health" property) --minetest_is_creative_enabled("") ~= true --removed for now if tool_capabilities then if tool_capabilities.punch_attack_uses then -- Without this delay, the wear does not work. Quite hacky ... minetest_after(0, function(name) local player = minetest.get_player_by_name(name) if not player then return end local weapon = hitter:get_wielded_item(player) local def = weapon:get_definition() if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then local wear = math_floor(65535/tool_capabilities.punch_attack_uses) weapon:add_wear(wear) hitter:set_wielded_item(weapon) end end, hitter:get_player_name()) end end local die = false -- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately. if damage >= 0.1 then -- weapon sounds 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 = self.object, --hitter, max_hear_distance = 8 }, true) else minetest_sound_play("default_punch", { object = self.object, max_hear_distance = 5 }, true) end --damage_effect(self, damage) -- do damage self.health = self.health - damage -- skip future functions if dead, except alerting others --if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then -- die = true --end -- knock back effect local velocity = self.object:get_velocity() --2d direction local pos1 = self.object:get_pos() pos1.y = 0 local pos2 = hitter:get_pos() pos2.y = 0 local dir = vector.direction(pos2,pos1) local up = 3 -- if already in air then dont go up anymore when hit if velocity.y ~= 0 then up = 0 end --0.75 for perfect distance to not be too easy, and not be too hard local multiplier = 0.75 -- check if tool already has specific knockback value local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback") if knockback_enchant and knockback_enchant > 0 then multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change) end local luaentity --[[ --why does this multiply it again??? if hitter then luaentity = hitter:get_luaentity() end if hitter and is_player then local wielditem = hitter:get_wielded_item() kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback") elseif luaentity and luaentity._knockback then kb = kb + luaentity._knockback end ]]-- dir = vector_multiply(dir,multiplier) dir.y = up --add velocity breaks momentum - use set velocity self.object:set_velocity(dir) --0.4 seconds until you can hurt the mob again self.pause_timer = 0.4 end -- END if damage -- if skittish then run away --[[ if not die and self.runaway == true and self.state ~= "flop" then local lp = hitter:get_pos() local s = self.object:get_pos() local vec = { x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z } local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate if lp.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 6) self.state = "runaway" self.runaway_timer = 0 self.following = nil end ]]-- end --do internal per mob projectile calculations mobs.shoot_projectile = function(self) local pos1 = self.object:get_pos() --add mob eye height pos1.y = pos1.y + self.eye_height local pos2 = self.attacking:get_pos() --add player eye height pos2.y = pos2.y + self.attacking:get_properties().eye_height --get direction local dir = vector_direction(pos1,pos2) --call internal shoot_arrow function self.shoot_arrow(self,pos1,dir) end